ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.75 by root, Sat Dec 30 21:15:59 2006 UTC vs.
Revision 1.286 by root, Wed May 4 19:04:45 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
24
25//+GPL
26
27#include <algorithm>
28#include <functional>
23 29
24#include <global.h> 30#include <global.h>
25#include <pwd.h>
26#include <sproto.h> 31#include <sproto.h>
27#include <sounds.h> 32#include <sounds.h>
28#include <living.h> 33#include <living.h>
29#include <object.h> 34#include <object.h>
30#include <spells.h> 35#include <spells.h>
31#include <skills.h> 36#include <skills.h>
32 37
33#include <algorithm> 38playervec players;
34#include <functional>
35
36player *
37find_player (const char *plname)
38{
39 for_all_players (pl)
40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
41 return pl;
42
43 return 0;
44}
45
46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
63 {
64 if (*buf == '#')
65 continue;
66
67 strncat (motd + size, buf, HUGE_BUF - size);
68 size += strlen (buf);
69 }
70
71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
97 {
98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
99 break;
100 }
101
102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
148 }
149 strncat (news + size, buf, HUGE_BUF - size);
150 size += strlen (buf);
151 }
152 }
153
154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
156 close_and_delete (fp, comp);
157}
158 39
159/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
160static void 41static void
161set_first_map (object *op) 42set_first_map (object *op)
162{ 43{
163 strcpy (op->contr->maplevel, first_map_path); 44 op->contr->maplevel = first_map_path;
164 op->x = -1; 45 op->x = -1;
165 op->y = -1; 46 op->y = -1;
166} 47}
167 48
168void 49void
169player::enter_map () 50player::activate ()
170{ 51{
171 object *tmp = object::create (); 52 if (active)
53 return;
172 54
173 EXIT_PATH (tmp) = maplevel; 55 players.insert (this);
174 EXIT_X (tmp) = ob->x; 56 ob->remove ();
175 EXIT_Y (tmp) = ob->y; 57 ob->map = 0;
176 ob->enter_exit (tmp); 58 ob->activate_recursive ();
59 ob->clr_flag (FLAG_FRIENDLY);
60 add_friendly_object (ob);
61}
177 62
178 tmp->destroy (); 63void
64player::deactivate ()
65{
66 if (!active)
67 return;
68
69 terminate_all_pets (ob);
70 remove_friendly_object (ob);
71 ob->deactivate_recursive ();
72
73 if (ob->map)
74 maplevel = ob->map->path;
75
76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
78 ob->map = 0;
79 party = 0;
80
81 players.erase (this);
179} 82}
180 83
181// connect the player with a specific client 84// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings 85// also changes, rationalises, and fixes some incorrect settings
183void 86void
184player::connect (client *ns) 87player::connect (client *ns)
185{ 88{
186 this->ns = ns; 89 this->ns = ns;
187 ns->pl = this; 90 ns->pl = this;
188 91
189 next = first_player; 92 run_on = 0;
190 first_player = this; 93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
191 95
192 ns->update_look = 0; 96 ns->update_look = 0;
193 ns->look_position = 0; 97 ns->look_position = 0;
194 98
195 clear_los (ob); 99 clear_los ();
100
101 ns->reset_stats ();
196 102
197 /* make sure he's a player -- needed because of class change. */ 103 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid 104 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race; 105 ob->race = ob->arch->race;
200 106
201 if (!legal_range (ob, shoottype)) 107 ob->update_weight ();
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob); 108 link_skills ();
206 109
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name); 110 assign (title, ob->arch->object::name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220 111
221 /* if it's a dragon player, set the correct title here */ 112 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob)) 113 if (ob->is_dragon ())
223 { 114 {
224 object *tmp, *abil = 0, *skin = 0; 115 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228 116
229 for (tmp = ob->inv; tmp; tmp = tmp->below) 117 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE) 118 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force) 119 if (tmp->arch->archname == shstr_dragon_ability_force)
232 abil = tmp; 120 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force) 121 else if (tmp->arch->archname == shstr_dragon_skin_force)
234 skin = tmp; 122 skin = tmp;
235 123
236 set_dragon_name (ob, abil, skin); 124 set_dragon_name (ob, abil, skin);
237 } 125 }
238 126
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245 128
246 esrv_new_player (this, ob->weight + ob->carrying); 129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
247 135
248 ob->update_stats (); 136 ob->update_stats ();
137
249 ns->floorbox_update (); 138 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob); 139 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0); 140 esrv_add_spells (this, 0);
253 141
254 ob->activate (1); 142 activate ();
255 enter_map ();
256 143
257 send_rules (ob); 144 INVOKE_PLAYER (CONNECT, this);
258 send_news (ob);
259 display_motd (ob);
260 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
261} 146}
262 147
263void 148void
264player::disconnect () 149player::disconnect ()
265{ 150{
266 if (ob) 151 if (ob)
267 ob->deactivate (1); 152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
268 156
269 //TODO: don't be so harsh and destroy :)
270 if (ns) 157 if (ns)
271 { 158 {
272 if (enable_save) 159 if (active)
273 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
274 161
275 client *ns = this->ns; 162 INVOKE_PLAYER (DISCONNECT, this);
276 ns->send_packet ("goodbye"); 163
277 ns->flush (); 164 ns->reset_stats ();
278 ns->pl = 0; 165 ns->pl = 0;
279 this->ns = 0; 166 ns = 0;
280
281 ns->destroy ();
282 destroy ();
283 } 167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
284} 174}
175
176//-GPL
285 177
286// the need for this function can be explained 178// the need for this function can be explained
287// by load_object not returning the object 179// by load_object not returning the object
288void 180void
289player::set_object (object *op) 181player::set_object (object *op)
290{ 182{
291 ob = op; 183 ob = observe = viewpoint = op;
292 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
293 185
186 ob->speed = 1.0f; // object still inactive, keep it that way
294 ob->speed_left = 0.5; 187 ob->speed_left = 0.5f;
295 ob->speed = 1.0; 188
296 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
297 ob->stats.wc = 2;
298 ob->run_away = 25; /* Then we panick... */
299
300 set_first_map (ob);
301 enter_map ();
302
303 ob->roll_stats ();
304} 190}
191
192void
193player::set_observe (object *op)
194{
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197}
198
199void
200player::set_viewpoint (object *op)
201{
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204}
205
206//+GPL
305 207
306player::player () 208player::player ()
307{ 209{
308 /* There are some elements we want initialized to non zero value - 210 /* There are some elements we want initialised to non zero value -
309 * we deal with that below this point. 211 * we deal with that below this point.
310 */ 212 */
311 outputs_sync = 16; /* Every 2 seconds */ 213 outputs_sync = 4;
312 outputs_count = 8; /* Keeps present behaviour */ 214 outputs_count = 4;
313 unapply = unapply_nochoice; 215 unapply = unapply_nochoice;
314 216
315 assign (savebed_map, first_map_path); /* Init. respawn position */ 217 savebed_map = first_map_path; /* Init. respawn position */
316 218
317 gen_sp_armour = 10; 219 gen_sp_armour = 10;
318 last_speed = -1;
319 shoottype = range_none;
320 bowtype = bow_normal; 220 bowtype = bow_normal;
321 petmode = pet_normal; 221 petmode = pet_normal;
322 listening = 10;
323 usekeys = containers; 222 usekeys = containers;
324 last_weapon_sp = -1;
325 peaceful = 1; /* default peaceful */ 223 peaceful = 1; /* default peaceful */
326 do_los = 1; 224 do_los = 1;
327 225
328 /* we need to clear these to -1 and not zero - otherwise, 226 weapon_sp = 1.0f;
329 * if a player quits and starts a new character, we wont 227 weapon_sp_left = 0.5f;
330 * send new values to the client, as things like exp start
331 * at zero.
332 */
333 for (int i = 0; i < NUM_SKILLS; i++)
334 last_skill_exp[i] = -1;
335
336 for (int i = 0; i < NROFATTACKS; i++)
337 last_resist[i] = -1;
338
339 last_stats.exp = -1;
340 last_weight = (uint32) - 1;
341} 228}
342 229
343void 230void
344player::do_destroy () 231player::do_destroy ()
345{ 232{
346 disconnect (); 233 disconnect ();
347 234
348 save (false);
349 enable_save = false;
350
351 attachable::do_destroy (); 235 attachable::do_destroy ();
352 236
353 terminate_all_pets (ob);
354
355 if (first_player != this)
356 {
357 player *prev = first_player;
358
359 while (prev && prev->next && prev->next != this)
360 prev = prev->next;
361
362 if (prev->next != this)
363 {
364 LOG (llevError, "Free_player: Can't find previous player.\n");
365 abort ();
366 }
367
368 prev->next = next;
369 }
370 else
371 first_player = next;
372
373 if (ob) 237 if (ob)
374 {
375 ob->destroy_inv (false);
376 ob->destroy (); 238 ob->destroy ();
377 } 239
240 ob = observe = viewpoint = 0;
378} 241}
379 242
380player::~player () 243player::~player ()
381{ 244{
382 /* Clear item stack */ 245 /* Clear item stack */
383 free (stack_items); 246 free (stack_items);
247}
248
249/*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254static archetype *
255get_player_archetype (archetype *at)
256{
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
384} 275}
385 276
386/* Tries to add player on the connection passed in ns. 277/* Tries to add player on the connection passed in ns.
387 * All we can really get in this is some settings like host and display 278 * All we can really get in this is some settings like host and display
388 * mode. 279 * mode.
390player * 281player *
391player::create () 282player::create ()
392{ 283{
393 player *pl = new player; 284 player *pl = new player;
394 285
395 pl->set_object (arch_to_object (get_player_archetype (0))); 286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
396 293
397 return pl; 294 return pl;
398}
399
400/*
401 * get_player_archetype() return next player archetype from archetype
402 * list. Not very efficient routine, but used only creating new players.
403 * Note: there MUST be at least one player archetype!
404 */
405archetype *
406get_player_archetype (archetype *at)
407{
408 archetype *start = at;
409
410 for (;;)
411 {
412 if (at == NULL || at->next == NULL)
413 at = first_archetype;
414 else
415 at = at->next;
416
417 if (at->clone.type == PLAYER)
418 return at;
419
420 if (at == start)
421 {
422 LOG (llevError, "No Player archetypes\n");
423 exit (-1);
424 }
425 }
426} 295}
427 296
428object * 297object *
429get_nearest_player (object *mon) 298get_nearest_player (object *mon)
430{ 299{
431 object *op = NULL; 300 object *op = NULL;
432 objectlink *ol; 301 objectlink *ol;
433 unsigned lastdist; 302 unsigned lastdist;
434 rv_vector rv; 303 rv_vector rv;
435 304
436 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) 305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 { 306 {
438 /* We should not find free objects on this friendly list, but it
439 * does periodically happen. Given that, lets deal with it.
440 * While unlikely, it is possible the next object on the friendly
441 * list is also free, so encapsulate this in a while loop.
442 */
443 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
444 {
445 object *tmp = ol->ob;
446
447 /* Can't do much more other than log the fact, because the object
448 * itself will have been cleared.
449 */
450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
451 ol = ol->next;
452 remove_friendly_object (tmp);
453 if (!ol)
454 return op;
455 }
456
457 /* Remove special check for player from this. First, it looks to cause
458 * some crashes (ol->ob->contr not set properly?), but secondly, a more
459 * complicated method of state checking would be needed in any case -
460 * as it was, a clever player could type quit, and the function would
461 * skip them over while waiting for confirmation. Remove
462 * on_same_map check, as can_detect_enemy also does this
463 */
464 if (!can_detect_enemy (mon, ol->ob, &rv)) 307 if (!can_detect_enemy (mon, ol->ob, &rv))
465 continue; 308 continue;
466 309
467 if (lastdist > rv.distance) 310 if (lastdist > rv.distance)
468 { 311 {
530 */ 373 */
531int 374int
532path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
533{ 376{
534 rv_vector rv; 377 rv_vector rv;
535 sint16 x, y;
536 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
537 maptile *m, *lastmap;
538 379
539 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
540 381
541 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
542 return 0; 383 return 0;
543 384
544 x = mon->x; 385 mapxy pos (mon);
545 y = mon->y;
546 m = mon->map;
547 dir = rv.direction; 386 dir = rv.direction;
548 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
549 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
550 /* If we can't solve it within the search distance, return now. */ 390 /* If we can't solve it within the search distance, return now. */
551 if (diff > max) 391 if (diff > max)
552 return 0; 392 return 0;
393
553 while (diff > 1 && max > 0) 394 while (diff > 1 && max > 0)
554 { 395 {
555 lastx = x; 396 mapxy lastpos = pos;
556 lasty = y;
557 lastmap = m;
558 x = lastx + freearr_x[dir];
559 y = lasty + freearr_y[dir];
560 397
561 mflags = get_map_flags (m, &m, x, y, &x, &y); 398 pos.move (dir);
562 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
563 399
564 /* Space is blocked - try changing direction a little */ 400 /* Space is blocked - try changing direction a little */
565 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) 401 if (!pos.normalise ()
566 && (m == mon->map && blocked_link (mon, m, x, y)))) 402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
567 { 404 {
568 /* recalculate direction from last good location. Possible 405 /* recalculate direction from last good location. Possible
569 * we were not traversing ideal location before. 406 * we were not traversing ideal location before.
570 */ 407 */
571 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); 408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
572 if (rv.direction != dir) 409 if (rv.direction != dir)
573 { 410 {
574 /* OK - says direction should be different - lets reset the 411 /* OK - says direction should be different - lets reset the
575 * the values so it will try again. 412 * the values so it will try again.
576 */ 413 */
577 x = lastx;
578 y = lasty;
579 m = lastmap; 414 pos = lastpos;
580 dir = firstdir = rv.direction; 415 dir = firstdir = rv.direction;
581 } 416 }
582 else 417 else
583 { 418 {
584 /* direct path is blocked - try taking a side step to 419 /* direct path is blocked - try taking a side step to
591 */ 426 */
592 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) 427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
593 { 428 {
594 if (i == 0) 429 if (i == 0)
595 continue; /* already did this, so skip it */ 430 continue; /* already did this, so skip it */
431
596 /* Use lastdir here - otherwise, 432 /* Use lastdir here - otherwise,
597 * since the direction that the creature should move in 433 * since the direction that the creature should move in
598 * may change, you could get infinite loops. 434 * may change, you could get infinite loops.
599 * ie, player is northwest, but monster can only 435 * ie, player is northwest, but monster can only
600 * move west, so it does that. It goes some distance, 436 * move west, so it does that. It goes some distance,
602 * can't do that, but now finds it can move east, and 438 * can't do that, but now finds it can move east, and
603 * gets back to its original point. lastdir contains 439 * gets back to its original point. lastdir contains
604 * the last direction the creature has successfully 440 * the last direction the creature has successfully
605 * moved. 441 * moved.
606 */ 442 */
607
608 x = lastx + freearr_x[absdir (lastdir + i)];
609 y = lasty + freearr_y[absdir (lastdir + i)];
610 m = lastmap; 443 pos = lastpos;
611 mflags = get_map_flags (m, &m, x, y, &x, &y); 444 pos.move (absdir (lastdir + i));
612 if (mflags & P_OUT_OF_MAP) 445
446 if (!pos.normalise ())
613 continue; 447 continue;
614 blocked = GET_MAP_MOVE_BLOCK (m, x, y); 448
615 if (OB_TYPE_MOVE_BLOCK (mon, blocked)) 449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
616 continue; 452 continue;
617 if (mflags & P_BLOCKSVIEW) 453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
618 continue; 455 continue;
619 456
620 if (m == mon->map && blocked_link (mon, m, x, y)) 457 if (blocked_link (mon, pos.m, pos.x, pos.y))
621 break; 458 break;
622 } 459 }
460
623 /* go through entire loop without finding a valid 461 /* go through entire loop without finding a valid
624 * sidestep to take - thus, no valid path. 462 * sidestep to take - thus, no valid path.
625 */ 463 */
626 if (i == (DETOUR_AMOUNT + 1)) 464 if (i == DETOUR_AMOUNT + 1)
627 return 0; 465 return 0;
466
628 diff--; 467 diff--;
629 lastdir = dir; 468 lastdir = dir;
630 max--; 469 max--;
631 if (!firstdir) 470 if (!firstdir)
632 firstdir = dir + i; 471 firstdir = dir + i;
636 { 475 {
637 /* we moved towards creature, so diff is less */ 476 /* we moved towards creature, so diff is less */
638 diff--; 477 diff--;
639 max--; 478 max--;
640 lastdir = dir; 479 lastdir = dir;
480
641 if (!firstdir) 481 if (!firstdir)
642 firstdir = dir; 482 firstdir = dir;
643 } 483 }
484
644 if (diff <= 1) 485 if (diff <= 1)
645 { 486 {
646 /* Recalculate diff (distance) because we may not have actually 487 /* Recalculate diff (distance) because we may not have actually
647 * headed toward player for entire distance. 488 * headed toward player for entire distance.
648 */ 489 */
649 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
650 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
651 } 492 }
493
652 if (diff > max) 494 if (diff > max)
653 return 0; 495 return 0;
654 } 496 }
497
655 /* If we reached the max, didn't find a direction in time */ 498 /* If we reached the max, didn't find a direction in time */
656 if (!max) 499 if (!max)
657 return 0; 500 return 0;
658 501
659 return firstdir; 502 return firstdir;
660} 503}
661 504
662void 505void
663give_initial_items (object *pl, treasurelist * items) 506give_initial_items (object *pl, treasurelist *items)
664{ 507{
665 object *op, *next = NULL;
666
667 if (pl->randomitems != NULL) 508 if (pl->randomitems)
668 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669 510
670 for (op = pl->inv; op; op = next) 511 for (object *next, *op = pl->inv; op; op = next)
671 { 512 {
672 next = op->below; 513 next = op->below;
673 514
674 /* Forces get applied per default, unless they have the 515 /* Forces get applied per default, unless they have the
675 * flag "neutral" set. Sorry but I can't think of a better way 516 * flag "neutral" set. Sorry but I can't think of a better way
676 */ 517 */
677 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) 518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
678 SET_FLAG (op, FLAG_APPLIED); 519 op->set_flag (FLAG_APPLIED);
679 520
680 /* we never give weapons/armour if these cannot be used 521 /* we never give weapons/armour if these cannot be used
681 * by this player due to race restrictions 522 * by this player due to race restrictions
682 */ 523 */
683 if (pl->type == PLAYER) 524 if (pl->type == PLAYER)
684 { 525 {
685 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
686 (op->type == ARMOUR || op->type == BOOTS || 528 (op->type == ARMOUR || op->type == BOOTS
687 op->type == CLOAK || op->type == HELMET || 529 || op->type == CLOAK || op->type == HELMET
688 op->type == SHIELD || op->type == GLOVES || 530 || op->type == SHIELD || op->type == GLOVES
689 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
690 { 533 {
691 op->destroy (); 534 op->destroy ();
692 continue; 535 continue;
693 } 536 }
694 } 537 }
695 538
696 /* This really needs to be better - we should really give 539 /* Here we remove duplicated skills (as duplicated spell objects have
697 * a substitute spellbook. The problem is that we don't really 540 * _very_ confusing effects for players), which could for instance be
698 * have a good idea what to replace it with (need something like 541 * generated by bad treasurelists. - elmex
699 * a first level treasurelist for each skill.)
700 * remove duplicate skills also
701 */ 542 */
702 if (op->type == SPELLBOOK || op->type == SKILL) 543 if (op->type == SKILL)
703 { 544 {
704 object *tmp;
705
706 for (tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
707 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
708 break;
709
710 if (tmp)
711 { 547 {
712 op->destroy (); 548 op->destroy ();
549 LOG (llevError,
713 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
714 continue; 551 break;
715 } 552 }
716 553
717 if (op->nrof > 1) 554 if (op->nrof > 1)
718 op->nrof = 1; 555 op->nrof = 1;
719 } 556 }
720 557
721 if (op->type == SPELLBOOK && op->inv) 558 if (op->type == SPELLBOOK && op->inv)
722 { 559 op->inv->clr_flag (FLAG_STARTEQUIP);
723 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 }
725 560
726 /* Give starting characters identified, uncursed, and undamned 561 /* Give starting characters identified, uncursed, and undamned
727 * items. Just don't identify gold or silver, or it won't be 562 * items. Just don't identify gold or silver, or it won't be
728 * merged properly. 563 * merged properly.
729 */ 564 */
730 if (need_identify (op)) 565 if (op->need_identify ())
731 {
732 SET_FLAG (op, FLAG_IDENTIFIED);
733 CLEAR_FLAG (op, FLAG_CURSED);
734 CLEAR_FLAG (op, FLAG_DAMNED);
735 } 566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
736 if (op->type == SPELL) 572 if (op->type == SPELL)
737 { 573 {
738 op->destroy (); 574 op->destroy ();
739 continue; 575 continue;
740 } 576 }
741 else if (op->type == SKILL) 577 else if (op->type == SKILL)
742 { 578 {
743 SET_FLAG (op, FLAG_CAN_USE_SKILL); 579 op->set_flag (FLAG_CAN_USE_SKILL);
744 op->stats.exp = 0; 580 op->stats.exp = 0;
745 op->level = 1; 581 op->level = 1;
746 } 582 }
747 /* lock all 'normal items by default */ 583 else /* lock all 'normal items by default */
748 else 584 op->set_flag (FLAG_INV_LOCKED);
749 SET_FLAG (op, FLAG_INV_LOCKED);
750 } /* for loop of objects in player inv */ 585 } /* for loop of objects in player inv */
751 586
752 /* Need to set up the skill pointers */ 587 /* Need to set up the skill pointers */
753 link_player_skills (pl); 588 pl->contr->link_skills ();
754} 589}
755 590
756void 591void
757get_party_password (object *op, partylist *party) 592get_party_password (object *op, partylist *party)
758{ 593{
768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
769} 604}
770 605
771/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 606/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
772static int 607static int
773roll_stat (void) 608roll_stat ()
774{ 609{
775 int a[4], i, j, k; 610 int a[4], i, j, k;
776 611
777 for (i = 0; i < 4; i++) 612 for (i = 0; i < 4; i++)
778 a[i] = (int) RANDOM () % 6 + 1; 613 a[i] = rndm (1, 6);
779 614
780 for (i = 0, j = 0, k = 7; i < 4; i++) 615 for (i = 0, j = 0, k = 7; i < 4; i++)
781 if (a[i] < k) 616 if (a[i] < k)
782 k = a[i], j = i; 617 k = a[i], j = i;
783 618
789} 624}
790 625
791void 626void
792object::roll_stats () 627object::roll_stats ()
793{ 628{
794 int statsort [7]; 629 int statsort [NUM_STATS];
795 630
796 for (;;) 631 for (;;)
797 { 632 {
798 int sum = 0; 633 int sum = 0;
799 for (int i = 7; i--; ) 634 for (int i = NUM_STATS; i--; )
800 sum += statsort [i] = roll_stat (); 635 sum += statsort [i] = roll_stat ();
801 636
802 if (sum >= 82 && sum <= 116) 637 if (sum >= 82 && sum <= 116)
803 break; 638 break;
804 } 639 }
805 640
806 // Sort the stats so that rerolling is easier... 641 // Sort the stats so that rerolling is easier...
807 std::sort (statsort, statsort + 7, std::greater<int>()); 642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
808 643
644 for (int i = 0; i < NUM_STATS; ++i)
809 stats.Str = statsort[0]; 645 stats.stat (i) = statsort [i];
810 stats.Dex = statsort[1];
811 stats.Con = statsort[2];
812 stats.Int = statsort[3];
813 stats.Wis = statsort[4];
814 stats.Pow = statsort[5];
815 stats.Cha = statsort[6];
816 646
817 stats.exp = 0; 647 stats.exp = 0;
818 stats.ac = 0; 648 stats.ac = 0;
819 649
820 stats.hp = stats.maxhp; 650 stats.hp = stats.maxhp;
832} 662}
833 663
834void 664void
835object::swap_stats (int a, int b) 665object::swap_stats (int a, int b)
836{ 666{
837 int tmp = get_attr_value (&contr->orig_stats, a); 667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
838 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
839 set_attr_value (&contr->orig_stats, b, tmp);
840 668
669 for (int i = 0; i < NUM_STATS; ++i)
841 stats.Str = contr->orig_stats.Str; 670 stats.stat (i) = contr->orig_stats.stat (i);
842 stats.Dex = contr->orig_stats.Dex;
843 stats.Con = contr->orig_stats.Con;
844 stats.Int = contr->orig_stats.Int;
845 stats.Wis = contr->orig_stats.Wis;
846 stats.Pow = contr->orig_stats.Pow;
847 stats.Cha = contr->orig_stats.Cha;
848 671
849 //TODO: the following code looks so borked and should, at the very least, 672 //TODO: the following code looks so borked and should, at the very least,
850 // be merged with the similar code in roll_stats 673 // be merged with the similar code in roll_stats
851 stats.ac = 0; 674 stats.ac = 0;
852 675
871static void 694static void
872start_info (object *op) 695start_info (object *op)
873{ 696{
874 char buf[MAX_BUF]; 697 char buf[MAX_BUF];
875 698
876 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
877 new_draw_info (NDI_UNIQUE, 0, op, buf); 700 new_draw_info (NDI_UNIQUE, 0, op, buf);
878 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
879 //new_draw_info (NDI_UNIQUE, 0, op, " ");
880} 701}
881 702
882/* This function takes the key that is passed, and does the 703/* This function takes the key that is passed, and does the
883 * appropriate action with it (change race, or other things). 704 * appropriate action with it (change race, or other things).
884 * The function name is for historical reasons - now we have 705 * The function name is for historical reasons - now we have
885 * separate race and class; this actually changes the RACE, 706 * separate race and class; this actually changes the RACE,
886 * not the class. 707 * not the class.
887 */ 708 */
888int 709void
889key_change_class (object *op, char key) 710player::chargen_race_done ()
890{ 711{
891 int tmp_loop;
892
893 if (key == 'd' || key == 'D')
894 {
895 char buf[MAX_BUF];
896
897 /* this must before then initial items are given */ 712 /* this must before then initial items are given */
898 esrv_new_player (op->contr, op->weight + op->carrying); 713 esrv_new_player (ob->contr);
899 714
900 treasurelist *tl = find_treasurelist ("starting_wealth"); 715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
901 if (tl) 716 if (tl)
902 create_treasure (tl, op, 0, 0, 0); 717 create_treasure (tl, ob, 0, 0, 0);
903 718
904 INVOKE_PLAYER (BIRTH, op->contr); 719 INVOKE_PLAYER (BIRTH, ob->contr);
905 INVOKE_PLAYER (LOGIN, op->contr);
906 720
907 op->contr->ns->state = ST_PLAYING; 721 ob->contr->ns->state = ST_PLAYING;
908 722
909 if (op->msg) 723 if (ob->msg)
910 op->msg = NULL; 724 ob->msg = 0;
911 725
912 /* We create this now because some of the unique maps will need it
913 * to save here.
914 */
915 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
916 make_path_to_file (buf);
917
918#ifdef AUTOSAVE
919 op->contr->last_save_tick = pticks;
920#endif
921 start_info (op); 726 start_info (ob);
922 CLEAR_FLAG (op, FLAG_WIZ); 727 ob->clr_flag (FLAG_WIZ);
923 give_initial_items (op, op->randomitems); 728 give_initial_items (ob, ob->randomitems);
924 link_player_skills (op);
925 esrv_send_inventory (op, op); 729 esrv_send_inventory (ob, ob);
926 op->update_stats (); 730 ob->update_stats ();
927 731
928 /* This moves the player to a different start map, if there 732 /* This moves the player to a different start map, if there
929 * is one for this race 733 * is one for this race
930 */ 734 */
931 if (*first_map_ext_path) 735 if (*first_map_ext_path)
932 { 736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
933 object *tmp;
934 char mapname[MAX_BUF];
935
936 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
937 tmp = object::create ();
938 EXIT_PATH (tmp) = mapname;
939 EXIT_X (tmp) = op->x;
940 EXIT_Y (tmp) = op->y;
941 op->enter_exit (tmp); /* we don't really care if it succeeded;
942 * if the map isn't there, then stay on the
943 * default initial map */
944 tmp->destroy ();
945 }
946 else 737 else
947 LOG (llevDebug, "first_map_ext_path not set\n"); 738 LOG (llevDebug, "first_map_ext_path not set\n");
739}
948 740
949 return 0; 741void
950 } 742player::chargen_race_next ()
951 743{
952 /* Following actually changes the race - this is the default command 744 /* Following actually changes the race - this is the default command
953 * if we don't match with one of the options above. 745 * if we don't match with one of the options above.
954 */ 746 */
955 747
956 tmp_loop = 0; 748 do
957 while (!tmp_loop)
958 { 749 {
959 shstr name = op->name; 750 shstr name = ob->name;
960 int x = op->x, y = op->y; 751 int x = ob->x, y = ob->y;
961 752
962 op->remove_statbonus (); 753 ob->remove_statbonus ();
963 op->remove (); 754 ob->remove ();
964 op->arch = get_player_archetype (op->arch); 755 ob->arch = get_player_archetype (ob->arch);
965 op->arch->clone.copy_to (op); 756 ob->arch->copy_to (ob);
966 op->instantiate (); 757 ob->instantiate ();
967 op->stats = op->contr->orig_stats; 758 ob->stats = ob->contr->orig_stats;
968 op->name = op->name_pl = name; 759 ob->name = ob->name_pl = name;
969 op->x = x; 760 ob->x = x;
970 op->y = y; 761 ob->y = y;
971 SET_ANIMATION (op, 2); /* So player faces south */ 762 SET_ANIMATION (ob, 2); /* So player faces south */
972 insert_ob_in_map (op, op->map, op, 0); 763 insert_ob_in_map (ob, ob->map, ob, 0);
973 assign (op->contr->title, op->arch->clone.name); 764 assign (ob->contr->title, ob->arch->object::name);
974 op->add_statbonus (); 765 ob->add_statbonus ();
975 tmp_loop = allowed_class (op);
976 } 766 }
767 while (!allowed_class (ob));
977 768
978 update_object (op, UP_OBJ_FACE); 769 update_object (ob, UP_OBJ_FACE);
979 esrv_update_item (UPD_FACE, op, op); 770 esrv_update_item (UPD_FACE, ob, ob);
980 op->update_stats (); 771 ob->update_stats ();
981 op->stats.hp = op->stats.maxhp; 772 ob->stats.hp = ob->stats.maxhp;
982 op->stats.sp = op->stats.maxsp; 773 ob->stats.sp = ob->stats.maxsp;
983 op->stats.grace = 0; 774 ob->stats.grace = 0;
984
985 if (op->msg)
986 new_draw_info (NDI_BLUE, 0, op, op->msg);
987
988 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
989 return 0;
990} 775}
991 776
992int 777static void
993key_confirm_quit (object *op, char key)
994{
995 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
996 {
997 op->contr->ns->state = ST_PLAYING;
998 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
999 return 1;
1000 }
1001
1002 INVOKE_PLAYER (LOGOUT, op->contr);
1003 INVOKE_PLAYER (QUIT, op->contr);
1004
1005 op->contr->enable_save = false;
1006
1007 terminate_all_pets (op);
1008 op->remove ();
1009 op->direction = 0;
1010 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1011
1012 strcpy (op->contr->killer, "quit");
1013 check_score (op);
1014 op->contr->party = 0;
1015 op->contr->own_title[0] = '\0';
1016 op->contr->destroy ();
1017
1018 return 1;
1019}
1020
1021void
1022flee_player (object *op) 778flee_player (object *op)
1023{ 779{
1024 int dir, diff; 780 int dir, diff;
1025 rv_vector rv; 781 rv_vector rv;
1026 782
1027 if (op->stats.hp < 0) 783 if (op->stats.hp < 0)
1028 { 784 {
1029 LOG (llevDebug, "Fleeing player is dead.\n"); 785 LOG (llevDebug, "Fleeing player is dead.\n");
1030 CLEAR_FLAG (op, FLAG_SCARED); 786 op->clr_flag (FLAG_SCARED);
1031 return; 787 return;
1032 } 788 }
1033 789
1034 if (op->enemy == NULL) 790 if (!op->enemy)
1035 { 791 {
1036 LOG (llevDebug, "Fleeing player had no enemy.\n"); 792 LOG (llevDebug, "Fleeing player had no enemy.\n");
1037 CLEAR_FLAG (op, FLAG_SCARED); 793 op->clr_flag (FLAG_SCARED);
1038 return; 794 return;
1039 } 795 }
1040 796
1041 /* Seen some crashes here. Since we don't store an 797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1042 * op->enemy_count, it is possible that something destroys the
1043 * actual enemy, and the object is recycled.
1044 */
1045 if (op->enemy->map == NULL)
1046 { 798 {
1047 CLEAR_FLAG (op, FLAG_SCARED);
1048 op->enemy = NULL; 799 op->enemy = NULL;
1049 return; 800 op->clr_flag (FLAG_SCARED);
1050 }
1051
1052 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1053 {
1054 op->enemy = NULL;
1055 CLEAR_FLAG (op, FLAG_SCARED);
1056 return; 801 return;
1057 } 802 }
1058 803
1059 get_rangevector (op, op->enemy, &rv, 0); 804 get_rangevector (op, op->enemy, &rv, 0);
1060 805
1061 dir = absdir (4 + rv.direction); 806 dir = absdir (4 + rv.direction);
1062 for (diff = 0; diff < 3; diff++) 807 for (diff = 0; diff < 3; diff++)
1063 { 808 {
1064 int m = 1 - (RANDOM () & 2); 809 int m = 1 - rndm (2) * 2;
1065 810
1066 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
1067 return; 812 return;
1068 } 813 }
1069 814
1070 /* Cornered, get rid of scared */ 815 /* Cornered, get rid of scared */
1071 CLEAR_FLAG (op, FLAG_SCARED); 816 op->clr_flag (FLAG_SCARED);
1072 op->enemy = NULL; 817 op->enemy = NULL;
1073} 818}
1074 819
1075
1076/* check_pick sees if there is stuff to be picked up/picks up stuff. 820/* check_pick sees if there is stuff to be picked up/picks up stuff.
1077 * IT returns 1 if the player should keep on moving, 0 if he should 821 * It returns 1 if the player should keep on moving, 0 if he should
1078 * stop. 822 * stop.
1079 */ 823 */
1080int 824int
1081check_pick (object *op) 825check_pick (object *op)
1082{ 826{
1083 object *tmp, *next; 827 object *tmp, *next;
1084 int stop = 0; 828 int stop = 0;
1085 int j, k, wvratio; 829 int wvratio;
1086 char putstring[128], tmpstr[16];
1087 830
1088 /* if you're flying, you cna't pick up anything */ 831 /* if you're flying, you can't pick up anything */
1089 if (op->move_type & MOVE_FLYING) 832 if (op->move_type & MOVE_FLYING)
1090 return 1; 833 return 1;
1091 834
1092 next = op->below; 835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1093 839
1094 /* loop while there are items on the floor that are not marked as 840 /* loop while there are items on the floor that are not marked as
1095 * destroyed */ 841 * destroyed */
1096 while (next && !next->destroyed ()) 842 while (next && !next->destroyed ())
1097 { 843 {
1098 tmp = next; 844 tmp = next;
1099 next = tmp->below; 845 next = tmp->below;
1100 846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
1101 if (op->destroyed ()) 853 if (op->destroyed ())
1102 return 0; 854 return 0;
1103 855
1104 if (!can_pick (op, tmp)) 856 if (!can_pick (op, tmp))
1105 continue; 857 continue;
1106 858
1107 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1108 { 860 {
1109 if (item_matched_string (op, tmp, op->contr->search_str)) 861 if (item_matched_string (op, tmp, op->contr->search_str))
1110 pick_up (op, tmp); 862 CHK_PICK_PICKUP;
863
1111 continue; 864 continue;
1112 } 865 }
1113 866
1114 /* high not bit set? We're using the old autopickup model */ 867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
1115 if (!(op->contr->mode & PU_NEWMODE)) 927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
1116 { 929 {
1117 switch (op->contr->mode) 930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
1118 { 993 {
1119 case 0: 994 CHK_PICK_PICKUP;
1120 return 1; /* don't pick up */ 995 continue;
1121 case 1:
1122 pick_up (op, tmp);
1123 return 1;
1124 case 2:
1125 pick_up (op, tmp);
1126 return 0;
1127 case 3:
1128 return 0; /* stop before pickup */
1129 case 4:
1130 pick_up (op, tmp);
1131 break;
1132 case 5:
1133 pick_up (op, tmp);
1134 stop = 1;
1135 break;
1136 case 6:
1137 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1138 pick_up (op, tmp);
1139 break;
1140
1141 case 7:
1142 if (tmp->type == MONEY || tmp->type == GEM)
1143 pick_up (op, tmp);
1144 break;
1145
1146 default:
1147 /* use value density */
1148 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1149 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1150 pick_up (op, tmp);
1151 } 996 }
1152 } 997 }
1153 else 998
1154 { /* old model */ 999 /* rings & amulets - talismans seems to be typed AMULET */
1155 /* NEW pickup handling */
1156 if (op->contr->mode & PU_DEBUG) 1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1157 { 1005 {
1158 /* some debugging code to figure out item information */ 1006 CHK_PICK_PICKUP;
1159 if (tmp->name != NULL)
1160 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1161 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1162 else
1163 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1164 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1165
1166 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1167 }
1168
1169 /* philosophy:
1170 * It's easy to grab an item type from a pile, as long as it's
1171 * generic. This takes no game-time. For more detailed pickups
1172 * and selections, select-items should be used. This is a
1173 * grab-as-you-run type mode that's really useful for arrows for
1174 * example.
1175 * The drawback: right now it has no frontend, so you need to
1176 * stick the bits you want into a calculator in hex mode and then
1177 * convert to decimal and then 'pickup <#>
1178 */
1179
1180 /* the first two modes are exclusive: if NOTHING we return, if
1181 * STOP then we stop. All the rest are applied sequentially,
1182 * meaning if any test passes, the item gets picked up. */
1183
1184 /* if mode is set to pick nothing up, return */
1185
1186 if (op->contr->mode & PU_NOTHING)
1187 return 1;
1188
1189 /* if mode is set to stop when encountering objects, return */
1190 /* take STOP before INHIBIT since it doesn't actually pick
1191 * anything up */
1192
1193 if (op->contr->mode & PU_STOP)
1194 return 0;
1195
1196 /* useful for going into stores and not losing your settings... */
1197 /* and for battles wher you don't want to get loaded down while
1198 * fighting */
1199 if (op->contr->mode & PU_INHIBIT)
1200 return 1;
1201
1202 /* prevent us from turning into auto-thieves :) */
1203 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1204 continue; 1007 continue;
1008 }
1205 1009
1206 /* ignore known cursed objects */ 1010 /* we don't forget dragon food */
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1208 continue; 1015 continue;
1016 }
1209 1017
1210 /* all food and drink if desired */ 1018 /* bows and arrows. Bows are good for selling! */
1211 /* question: don't pick up known-poisonous stuff? */ 1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1212 if (op->contr->mode & PU_FOOD) 1055 if (op->contr->mode & PU_BOOTS)
1213 if (tmp->type == FOOD) 1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1214 { 1089 {
1215 pick_up (op, tmp); 1090 CHK_PICK_PICKUP;
1216 continue; 1091 continue;
1217 } 1092 }
1093 }
1218 1094
1095 /* misc stuff that's useful */
1219 if (op->contr->mode & PU_DRINK) 1096 if (op->contr->mode & PU_KEY)
1220 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1221 { 1098 {
1222 pick_up (op, tmp); 1099 CHK_PICK_PICKUP;
1223 continue; 1100 continue;
1224 } 1101 }
1225 1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1226 if (op->contr->mode & PU_POTION) 1105 if (op->contr->mode & PU_RATIO)
1227 if (tmp->type == POTION) 1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1228 { 1110 */
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232
1233 /* spellbooks, skillscrolls and normal books/scrolls */
1234 if (op->contr->mode & PU_SPELLBOOK)
1235 if (tmp->type == SPELLBOOK)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 if (op->contr->mode & PU_SKILLSCROLL)
1242 if (tmp->type == SKILLSCROLL)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_READABLES)
1249 if (tmp->type == BOOK || tmp->type == SCROLL)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* wands/staves/rods/horns */
1256 if (op->contr->mode & PU_MAGIC_DEVICE)
1257 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 /* pick up all magical items */
1264 if (op->contr->mode & PU_MAGICAL) 1111 wvratio = op->contr->mode & PU_RATIO;
1265 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 if (op->contr->mode & PU_VALUABLES)
1272 { 1113 {
1273 if (tmp->type == MONEY || tmp->type == GEM) 1114#if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1274 { 1117 {
1275 pick_up (op, tmp); 1118 fprintf (stderr, "%s", tmp->name);
1276 continue;
1277 } 1119 }
1278 }
1279
1280 /* rings & amulets - talismans seems to be typed AMULET */
1281 if (op->contr->mode & PU_JEWELS)
1282 if (tmp->type == RING || tmp->type == AMULET)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 /* we don't forget dragon food */
1289 if (op->contr->mode & PU_FLESH)
1290 if (tmp->type == FLESH)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 /* bows and arrows. Bows are good for selling! */
1297 if (op->contr->mode & PU_BOW)
1298 if (tmp->type == BOW)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 if (op->contr->mode & PU_ARROW)
1305 if (tmp->type == ARROW)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* all kinds of armor etc. */
1312 if (op->contr->mode & PU_ARMOUR)
1313 if (tmp->type == ARMOUR)
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1319 if (op->contr->mode & PU_HELMET)
1320 if (tmp->type == HELMET)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325
1326 if (op->contr->mode & PU_SHIELD)
1327 if (tmp->type == SHIELD)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 if (op->contr->mode & PU_BOOTS)
1334 if (tmp->type == BOOTS)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 if (op->contr->mode & PU_GLOVES)
1341 if (tmp->type == GLOVES)
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 if (op->contr->mode & PU_CLOAK)
1348 if (tmp->type == CLOAK)
1349 {
1350 pick_up (op, tmp);
1351 continue;
1352 }
1353
1354 /* hoping to catch throwing daggers here */
1355 if (op->contr->mode & PU_MISSILEWEAPON)
1356 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1357 {
1358 pick_up (op, tmp);
1359 continue;
1360 }
1361
1362 /* careful: chairs and tables are weapons! */
1363 if (op->contr->mode & PU_ALLWEAPON)
1364 {
1365 if (tmp->type == WEAPON && tmp->name != NULL)
1366 {
1367 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1368 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1369 {
1370 pick_up (op, tmp);
1371 continue;
1372 }
1373 }
1374
1375 if (tmp->type == WEAPON && tmp->name == NULL)
1376 {
1377 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1378 {
1379 pick_up (op, tmp);
1380 continue;
1381 }
1382 }
1383 }
1384
1385 /* misc stuff that's useful */
1386 if (op->contr->mode & PU_KEY)
1387 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1388 {
1389 pick_up (op, tmp);
1390 continue;
1391 }
1392
1393 /* any of the last 4 bits set means we use the ratio for value
1394 * pickups */
1395 if (op->contr->mode & PU_RATIO)
1396 {
1397 /* use value density to decide what else to grab */
1398 /* >=7 was >= op->contr->mode */
1399 /* >=7 is the old standard setting. Now we take the last 4 bits
1400 * and multiply them by 5, giving 0..15*5== 5..75 */
1401 wvratio = (op->contr->mode & PU_RATIO) * 5;
1402 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1403 {
1404 pick_up (op, tmp);
1405#if 0
1406 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1407 if (tmp->name != NULL)
1408 {
1409 fprintf (stderr, "%s", tmp->name);
1410 }
1411 else 1120 else
1412 fprintf (stderr, "%s", tmp->arch->name); 1121 fprintf (stderr, "%s", tmp->arch->archname);
1413 fprintf (stderr, ",%d] = ", tmp->type); 1122 fprintf (stderr, ",%d] = ", tmp->type);
1414 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1415#endif 1124#endif
1125 CHK_PICK_PICKUP;
1416 continue; 1126 continue;
1417 }
1418 } 1127 }
1419 } /* the new pickup model */ 1128 } /* the new pickup model */
1420 } 1129 }
1421 1130
1422 return !stop; 1131 return !stop;
1132}
1133
1134/* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140static int
1141action_makes_visible (object *op)
1142{
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1423} 1167}
1424 1168
1425/* 1169/*
1426 * Find an arrow in the inventory and after that 1170 * Find an arrow in the inventory and after that
1427 * in the right type container (quiver). Pointer to the 1171 * in the right type container (quiver). Pointer to the
1428 * found object is returned. 1172 * found object is returned.
1429 */ 1173 */
1430object * 1174static object *
1431find_arrow (object *op, const char *type) 1175find_arrow (object *op, const char *type)
1432{ 1176{
1433 object *tmp = NULL;
1434
1435 for (op = op->inv; op; op = op->below) 1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1436 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1437 tmp = find_arrow (op, type);
1438 else if (op->type == ARROW && op->race == type) 1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1439 return op; 1186 return arrow;
1187 }
1188
1440 return tmp; 1189 return 0;
1441} 1190}
1442 1191
1443/* 1192/*
1444 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1445 * against the target. A full test is not performed, simply a basic test 1194 * against the target. A full test is not performed, simply a basic test
1446 * of resistances. The archer is making a quick guess at what he sees down 1195 * of resistances. The archer is making a quick guess at what he sees down
1447 * the hall. Failing that it does it's best to pick the highest plus arrow. 1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1448 */ 1197 */
1449 1198static object *
1450object *
1451find_better_arrow (object *op, object *target, const char *type, int *better) 1199find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1452{ 1200{
1453 object *tmp = NULL, *arrow, *ntmp; 1201 object *tmp = NULL, *arrow, *ntmp;
1454 int attacknum, attacktype, betterby = 0, i; 1202 int attacknum, attacktype, betterby = 0, i;
1455 1203
1456 if (!type) 1204 if (!type)
1457 return NULL; 1205 return NULL;
1458 1206
1459 for (arrow = op->inv; arrow; arrow = arrow->below) 1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1460 { 1208 {
1461 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1462 { 1210 {
1463 i = 0; 1211 i = 0;
1464 ntmp = find_better_arrow (arrow, target, type, &i); 1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1465 if (i > betterby) 1214 if (i > betterby)
1466 { 1215 {
1467 tmp = ntmp; 1216 tmp = ntmp;
1468 betterby = i; 1217 betterby = i;
1469 } 1218 }
1470 } 1219 }
1471 else if (arrow->type == ARROW && arrow->race == type) 1220 else if (arrow->type == ARROW && arrow->race == type)
1472 { 1221 {
1473 /* allways prefer assasination/slaying */ 1222 /* allways prefer assasination/slaying */
1474 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1223 if (target->race && arrow->slaying.contains (target->race))
1475 { 1224 {
1476 if (arrow->attacktype & AT_DEATH) 1225 if (arrow->attacktype & AT_DEATH)
1477 { 1226 {
1478 *better = 100; 1227 *better = 100;
1479 return arrow; 1228 return arrow;
1487 else 1236 else
1488 { 1237 {
1489 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1490 { 1239 {
1491 attacktype = 1 << attacknum; 1240 attacktype = 1 << attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1494 { 1243 {
1495 tmp = arrow; 1244 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1497 } 1246 }
1498 } 1247 }
1248
1499 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1500 { 1250 {
1501 tmp = arrow; 1251 tmp = arrow;
1502 betterby = 2 + arrow->magic + arrow->stats.dam; 1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1503 } 1253 }
1254
1504 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1505 { 1256 {
1506 tmp = arrow; 1257 tmp = arrow;
1507 betterby = 1 + arrow->magic + arrow->stats.dam; 1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1508 } 1259 }
1509 } 1260 }
1510 } 1261 }
1511 } 1262 }
1263
1512 if (tmp == NULL && arrow == NULL) 1264 if (tmp == NULL && arrow == NULL)
1513 return find_arrow (op, type); 1265 return find_arrow (op, type);
1514 1266
1515 *better = betterby; 1267 *better = betterby;
1516 return tmp; 1268 return tmp;
1520 * find_better_arrow to find a decent arrow to use. 1272 * find_better_arrow to find a decent arrow to use.
1521 * op = the shooter 1273 * op = the shooter
1522 * type = bow->race 1274 * type = bow->race
1523 * dir = fire direction 1275 * dir = fire direction
1524 */ 1276 */
1525 1277static object *
1526object *
1527pick_arrow_target (object *op, const char *type, int dir) 1278pick_arrow_target (object *op, shstr_cmp type, int dir)
1528{ 1279{
1529 object *tmp = NULL; 1280 object *tmp = NULL;
1530 maptile *m; 1281 maptile *m;
1531 int i, mflags, found, number; 1282 int i, mflags, found, number;
1532 sint16 x, y; 1283 sint16 x, y;
1547 for (i = 0, found = 0; i < 20; i++) 1298 for (i = 0, found = 0; i < 20; i++)
1548 { 1299 {
1549 x += freearr_x[dir]; 1300 x += freearr_x[dir];
1550 y += freearr_y[dir]; 1301 y += freearr_y[dir];
1551 mflags = get_map_flags (m, &m, x, y, &x, &y); 1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1552 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1553 { 1305 {
1554 tmp = NULL; 1306 tmp = 0;
1555 break; 1307 break;
1556 } 1308 }
1557 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1558 { 1310 {
1559 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1560 * perhaps a bad assumption. 1312 * perhaps a bad assumption.
1561 */ 1313 */
1562 tmp = NULL; 1314 tmp = 0;
1563 break; 1315 break;
1564 } 1316 }
1317
1565 if (mflags & P_IS_ALIVE) 1318 if (mflags & P_IS_ALIVE)
1566 {
1567 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1320 if (tmp->flag [FLAG_ALIVE])
1569 {
1570 found++;
1571 break;
1572 }
1573 if (found)
1574 break; 1321 break;
1575 }
1576 } 1322 }
1577 if (tmp == NULL) 1323
1324 if (!tmp)
1578 return find_arrow (op, type); 1325 return find_arrow (op, type);
1579 1326
1580 if (tmp->head) 1327 if (tmp->head)
1581 tmp = tmp->head; 1328 tmp = tmp->head;
1582 1329
1595 */ 1342 */
1596int 1343int
1597fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1344fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598{ 1345{
1599 object *left, *bow; 1346 object *left, *bow;
1600 int bowspeed, mflags; 1347 int mflags;
1601 maptile *m; 1348 maptile *m;
1602 1349
1603 if (!dir) 1350 if (!dir)
1604 { 1351 {
1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1353 return 0;
1607 } 1354 }
1608 1355
1609 if (op->type == PLAYER) 1356 if (op->contr)
1610 bow = op->contr->ranges[range_bow]; 1357 bow = op->current_weapon;
1611 else 1358 else
1612 { 1359 {
1613 for (bow = op->inv; bow; bow = bow->below) 1360 for (bow = op->inv; bow; bow = bow->below)
1614 /* Don't check for applied - monsters don't apply bows - in that way, they 1361 /* Don't check for applied - monsters don't apply bows - in that way, they
1615 * don't need to switch back and forth between bows and weapons. 1362 * don't need to switch back and forth between bows and weapons.
1620 if (!bow) 1367 if (!bow)
1621 { 1368 {
1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1623 return 0; 1370 return 0;
1624 } 1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1625 } 1375 }
1626 1376
1627 if (!bow->race || !bow->skill) 1377 if (!bow->race || !bow->skill)
1628 { 1378 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1630 return 0; 1380 return 0;
1631 } 1381 }
1632
1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1634
1635 /* penalize ROF for bestarrow */
1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1639 if (bowspeed < 1)
1640 bowspeed = 1;
1641 1382
1642 if (arrow == NULL) 1383 if (arrow == NULL)
1643 { 1384 {
1644 if ((arrow = find_arrow (op, bow->race)) == NULL) 1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1645 { 1386 {
1646 if (op->type == PLAYER) 1387 if (op->type == PLAYER)
1647 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1648 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1649 else 1390 else
1650 CLEAR_FLAG (op, FLAG_READY_BOW); 1391 op->clr_flag (FLAG_READY_BOW);
1392
1651 return 0; 1393 return 0;
1652 } 1394 }
1653 } 1395 }
1654 1396
1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1663 } 1405 }
1664 1406
1665 /* this should not happen, but sometimes does */ 1407 /* this should not happen, but sometimes does */
1666 if (arrow->nrof == 0) 1408 if (arrow->nrof == 0)
1667 { 1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1668 arrow->destroy (); 1411 arrow->destroy ();
1669 return 0; 1412 return 0;
1670 } 1413 }
1671 1414
1672 left = arrow; /* these are arrows left to the player */ 1415 left = arrow; /* these are arrows left to the player */
1673 arrow = get_split_ob (arrow, 1); 1416 arrow = arrow->split ();
1674 if (!arrow) 1417 if (!arrow)
1675 { 1418 {
1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1677 return 0; 1420 return 0;
1678 } 1421 }
1679 1422
1680 arrow->set_owner (op); 1423 arrow->set_owner (op);
1681 arrow->skill = bow->skill; 1424 arrow->skill = bow->skill;
1682 arrow->direction = dir; 1425 arrow->direction = dir;
1683 1426
1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1428 arrow->stats.hp = arrow->stats.dam;
1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1431
1432#if 0
1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445#endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1449 /* update the speed */
1450
1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1684 if (op->type == PLAYER) 1459 if (op->type == PLAYER)
1685 { 1460 {
1686 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1687 op->update_stats ();
1688 }
1689
1690 SET_ANIMATION (arrow, arrow->direction);
1691 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1692 arrow->stats.hp = arrow->stats.dam;
1693 arrow->stats.grace = arrow->attacktype;
1694 if (arrow->slaying != NULL)
1695 arrow->spellarg = strdup (arrow->slaying);
1696
1697 /* Note that this was different for monsters - they got their level
1698 * added to the damage. I think the strength bonus is more proper.
1699 */
1700
1701 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1702
1703 /* update the speed */
1704 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1705 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1706
1707 arrow->set_speed (max (arrow->speed, 1.0));
1708 arrow->speed_left = 0;
1709
1710 if (op->type == PLAYER)
1711 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1715
1716 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1717 } 1468 }
1718 else 1469 else
1719 { 1470 {
1720 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1721 arrow->level = op->level; 1471 arrow->level = op->level;
1722 } 1472 arrow->stats.wc -= bow->magic;
1723 1473
1724 if (arrow->attacktype == AT_PHYSICAL) 1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1725 arrow->attacktype |= bow->attacktype; 1477 arrow->attacktype |= bow->attacktype;
1478 }
1726 1479
1727 if (bow->slaying) 1480 wc -= arrow->level;
1728 arrow->slaying = bow->slaying; 1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1729 1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1730 arrow->move_type = MOVE_FLY_LOW; 1484 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1486
1733 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1487 op->play_sound (sound_find ("fire_arrow"));
1734 m->insert (arrow, sx, sy, op); 1488 m->insert (arrow, sx, sy, op);
1735 1489
1736 if (!arrow->destroyed ()) 1490 if (!arrow->destroyed ())
1737 move_arrow (arrow); 1491 move_arrow (arrow);
1738
1739 if (op->type == PLAYER)
1740 {
1741 if (left->destroyed ())
1742 esrv_del_item (op->contr, left->count);
1743 else
1744 esrv_send_item (op, left);
1745 }
1746 1492
1747 return 1; 1493 return 1;
1748} 1494}
1749 1495
1750/* Special fire code for players - this takes into 1496/* Special fire code for players - this takes into
1752 * but monsters can't. Putting that code here 1498 * but monsters can't. Putting that code here
1753 * makes the fire_bow code much cleaner. 1499 * makes the fire_bow code much cleaner.
1754 * this function should only be called if 'op' is a player, 1500 * this function should only be called if 'op' is a player,
1755 * hence the function name. 1501 * hence the function name.
1756 */ 1502 */
1757int 1503static int
1758player_fire_bow (object *op, int dir) 1504player_fire_bow (object *op, int dir)
1759{ 1505{
1760 int ret = 0, wcmod = 0; 1506 int ret;
1761 1507
1762 if (op->contr->bowtype == bow_bestarrow) 1508 if (op->contr->bowtype == bow_bestarrow)
1763 { 1509 {
1764 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1765 } 1511 }
1766 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1767 { 1513 {
1768 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1769 wcmod = -1;
1770
1771 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1772 } 1516 }
1773 else if (op->contr->bowtype == bow_threewide) 1517 else if (op->contr->bowtype == bow_threewide)
1774 { 1518 {
1775 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1776 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1777 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1778 } 1522 }
1779 else if (op->contr->bowtype == bow_spreadshot) 1523 else if (op->contr->bowtype == bow_spreadshot)
1780 { 1524 {
1781 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1782 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1783 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1784
1785 } 1528 }
1786 else 1529 else
1787 { 1530 {
1788 /* Simple case */ 1531 /* Simple case */
1789 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1790 } 1533 }
1534
1791 return ret; 1535 return ret;
1792} 1536}
1793
1794 1537
1795/* Fires a misc (wand/rod/horn) object in 'dir'. 1538/* Fires a misc (wand/rod/horn) object in 'dir'.
1796 * Broken apart from 'fire' to keep it more readable. 1539 * Broken apart from 'fire' to keep it more readable.
1797 */ 1540 */
1798void 1541static void
1799fire_misc_object (object *op, int dir) 1542fire_misc_object (object *op, int dir)
1800{ 1543{
1801 object *item; 1544 object *item = op->contr->ranged_ob;
1802 1545
1803 if (!op->contr->ranges[range_misc]) 1546 if (!item)
1804 { 1547 {
1805 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1806 return; 1549 return;
1807 } 1550 }
1808 1551
1809 item = op->contr->ranges[range_misc];
1810 if (!item->inv) 1552 if (!item->inv)
1811 { 1553 {
1812 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1813 return; 1555 return;
1814 } 1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1815 if (item->type == WAND) 1561 if (item->type == WAND)
1816 { 1562 {
1817 if (item->stats.food <= 0) 1563 if (item->stats.food <= 0)
1818 { 1564 {
1819 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1565 op->contr->play_sound (sound_find ("wand_poof"));
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1821 return; 1568 return;
1822 } 1569 }
1823 } 1570 }
1824 else if (item->type == ROD || item->type == HORN) 1571 else if (item->type == ROD || item->type == HORN)
1825 { 1572 {
1826 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1827 { 1578 {
1828 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1829 if (item->type == ROD) 1581 if (item->type == ROD)
1830 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1831 else 1583 else
1832 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
1833 return; 1586 return;
1834 } 1587 }
1835 } 1588 }
1836 1589
1837 if (cast_spell (op, item, dir, item->inv, NULL)) 1590 if (cast_spell (op, item, dir, item->inv, NULL))
1838 { 1591 {
1839 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1840 if (item->type == WAND) 1594 if (item->type == WAND)
1841 { 1595 {
1842 if (!(--item->stats.food)) 1596 if (!(--item->stats.food))
1843 { 1597 {
1844 object *tmp; 1598 object *tmp;
1845 1599
1846 if (item->arch) 1600 if (item->arch)
1847 { 1601 {
1848 CLEAR_FLAG (item, FLAG_ANIMATE); 1602 item->clr_flag (FLAG_ANIMATE);
1849 item->face = item->arch->clone.face; 1603 item->face = item->arch->face;
1850 item->set_speed (0); 1604 item->set_speed (0);
1851 } 1605 }
1852 1606
1853 if ((tmp = item->in_player ())) 1607 if (object *pl = item->visible_to ())
1854 esrv_update_item (UPD_ANIM, tmp, item); 1608 esrv_update_item (UPD_ANIM, pl, item);
1855 } 1609 }
1856 } 1610 }
1857 else if (item->type == ROD || item->type == HORN) 1611 else if (item->type == ROD || item->type == HORN)
1858 drain_rod_charge (item); 1612 drain_rod_charge (item);
1859 } 1613 }
1860} 1614}
1861 1615
1862/* Received a fire command for the player - go and do it. 1616/* Received a fire command for the player - go and do it.
1863 */ 1617 */
1864void 1618bool
1865fire (object *op, int dir) 1619fire (object *who, int dir)
1866{ 1620{
1867 int spellcost = 0; 1621 int spellcost = 0;
1868 1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
1869 /* check for loss of invisiblity/hide */ 1644 /* check for loss of invisiblity/hide */
1870 if (action_makes_visible (op)) 1645 if (action_makes_visible (who))
1871 make_visible (op); 1646 make_visible (who);
1872 1647
1873 switch (op->contr->shoottype) 1648 switch (ob->type)
1874 { 1649 {
1875 case range_none: 1650 case BOW:
1876 return;
1877
1878 case range_bow:
1879 player_fire_bow (op, dir); 1651 player_fire_bow (who, dir);
1880 return; 1652 break;
1881 1653
1882 case range_magic: /* Casting spells */ 1654 case SPELL:
1883 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1884 return; 1656 break;
1885 1657
1886 case range_misc: 1658 case BUILDER:
1887 fire_misc_object (op, dir);
1888 return;
1889
1890 case range_golem: /* Control summoned monsters from scrolls */
1891 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1892 {
1893 op->contr->ranges[range_golem] = 0;
1894 op->contr->shoottype = range_none;
1895 }
1896 else
1897 control_golem (op->contr->ranges[range_golem], dir);
1898 return;
1899
1900 case range_skill:
1901 if (!op->chosen_skill)
1902 {
1903 if (op->type == PLAYER)
1904 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1905 return;
1906 }
1907 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1908 return;
1909 case range_builder:
1910 apply_map_builder (op, dir); 1659 apply_map_builder (who, dir);
1911 return; 1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1912 default: 1670 default:
1913 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1671 fire_misc_object (who, dir);
1914 return; 1672 break;
1915 } 1673 }
1916}
1917 1674
1675 return true;
1676}
1918 1677
1919 1678static object *
1920/* find_key
1921 * We try to find a key for the door as passed. If we find a key
1922 * and successfully use it, we return the key, otherwise NULL
1923 * This function merges both normal and locked door, since the logic
1924 * for both is the same - just the specific key is different.
1925 * pl is the player,
1926 * inv is the objects inventory to searched
1927 * door is the door we are trying to match against.
1928 * This function can be called recursively to search containers.
1929 */
1930
1931object *
1932find_key (object *pl, object *container, object *door) 1679find_key_ (object *pl, object *container, object *door)
1933{ 1680{
1934 object *tmp, *key; 1681 object *tmp, *key;
1935 1682
1936 /* Should not happen, but sanity checking is never bad */ 1683 /* Should not happen, but sanity checking is never bad */
1937 if (container->inv == NULL) 1684 if (!container->inv)
1938 return NULL; 1685 return 0;
1939 1686
1940 /* First, lets try to find a key in the top level inventory */ 1687 /* First, lets try to find a key in the top level inventory */
1941 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1942 { 1689 {
1943 if (door->type == DOOR && tmp->type == KEY) 1690 if (door->type == DOOR && tmp->type == KEY)
1944 break; 1691 break;
1692
1945 /* For sanity, we should really check door type, but other stuff 1693 /* For sanity, we should really check door type, but other stuff
1946 * (like containers) can be locked with special keys 1694 * (like containers) can be locked with special keys
1947 */ 1695 */
1948 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1949 break; 1697 break;
1950 } 1698 }
1699
1951 /* No key found - lets search inventories now */ 1700 /* No key found - lets search inventories now */
1952 /* If we find and use a key in an inventory, return at that time. 1701 /* If we find and use a key in an inventory, return at that time.
1953 * otherwise, if we search all the inventories and still don't find 1702 * otherwise, if we search all the inventories and still don't find
1954 * a key, return 1703 * a key, return
1955 */ 1704 */
1956 if (!tmp) 1705 if (!tmp)
1957 { 1706 {
1958 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1959 {
1960 /* No reason to search empty containers */ 1708 /* No reason to search empty containers */
1961 if (tmp->type == CONTAINER && tmp->inv) 1709 if (tmp->type == CONTAINER && tmp->inv)
1962 {
1963 if ((key = find_key (pl, tmp, door)) != NULL) 1710 if ((key = find_key_ (pl, tmp, door)))
1964 return key; 1711 return key;
1965 } 1712
1966 }
1967 if (!tmp) 1713 if (!tmp)
1968 return NULL; 1714 return 0;
1969 } 1715 }
1716
1970 /* We get down here if we have found a key. Now if its in a container, 1717 /* We get down here if we have found a key. Now if its in a container,
1971 * see if we actually want to use it 1718 * see if we actually want to use it
1972 */ 1719 */
1973 if (pl != container) 1720 if (pl != container)
1974 { 1721 {
1975 /* Only let players use keys in containers */ 1722 /* Only let players use keys in containers */
1976 if (!pl->contr) 1723 if (!pl->contr)
1977 return NULL; 1724 return 0;
1725
1978 /* cases where this fails: 1726 /* cases where this fails:
1979 * If we only search the player inventory, return now since we 1727 * If we only search the player inventory, return now since we
1980 * are not in the players inventory. 1728 * are not in the players inventory.
1981 * If the container is not active, return now since only active 1729 * If the container is not active, return now since only active
1982 * containers can be used. 1730 * containers can be used.
1986 * inv must have been an container and must have been active. 1734 * inv must have been an container and must have been active.
1987 * 1735 *
1988 * Change the color so that the message doesn't disappear with 1736 * Change the color so that the message doesn't disappear with
1989 * all the others. 1737 * all the others.
1990 */ 1738 */
1991 if (pl->contr->usekeys == key_inventory || 1739 if (pl->contr->usekeys == key_inventory
1992 !QUERY_FLAG (container, FLAG_APPLIED) || 1740 || !container->flag [FLAG_APPLIED]
1993 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1994 { 1742 {
1995 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1996 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1997 return NULL; 1745 return NULL;
1998 } 1746 }
1999 } 1747 }
1748
2000 return tmp; 1749 return tmp;
1750}
1751
1752/* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762object *
1763find_key (object *pl, object *container, object *door)
1764{
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
2001} 1775}
2002 1776
2003/* moved door processing out of move_player_attack. 1777/* moved door processing out of move_player_attack.
2004 * returns 1 if player has opened the door with a key 1778 * returns 1 if player has opened the door with a key
2005 * such that the caller should not do anything more, 1779 * such that the caller should not do anything more,
2006 * 0 otherwise 1780 * 0 otherwise
2007 */ 1781 */
2008static int 1782static int
2009player_attack_door (object *op, object *door) 1783player_attack_door (object *op, object *door)
2010{ 1784{
2011 /* If its a door, try to find a use a key. If we do destroy the door, 1785 /* If its a door, try to find a key. If we do destroy the door,
2012 * might as well return immediately as there is nothing more to do - 1786 * might as well return immediately as there is nothing more to do -
2013 * otherwise, we fall through to the rest of the code. 1787 * otherwise, we fall through to the rest of the code.
2014 */ 1788 */
2015 object *key = find_key (op, op, door); 1789 object *key = find_key (op, op, door);
2016 1790
2017 /* IF we found a key, do some extra work */ 1791 /* If we found a key, do some extra work */
2018 if (key) 1792 if (key)
2019 { 1793 {
2020 object *container = key->env; 1794 object *container = key->env;
2021 1795
2022 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
2023 if (action_makes_visible (op)) 1796 if (action_makes_visible (op))
2024 make_visible (op); 1797 make_visible (op);
1798
2025 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2026 spring_trap (door->inv, op); 1800 spring_trap (door->inv, op);
1801
2027 if (door->type == DOOR) 1802 if (door->type == DOOR)
2028 {
2029 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2030 }
2031 else if (door->type == LOCKED_DOOR) 1804 else if (door->type == LOCKED_DOOR)
2032 { 1805 {
2033 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
2034 remove_door2 (door); /* remove door without violence ;-) */ 1807 remove_door2 (door); /* remove door without violence ;-) */
2035 } 1808 }
1809
2036 /* Do this after we print the message */ 1810 /* Do this after we print the message */
2037 decrease_ob (key); /* Use up one of the keys */ 1811 key->decrease (); /* Use up one of the keys */
2038 /* Need to update the weight the container the key was in */ 1812
2039 if (container != op)
2040 esrv_update_item (UPD_WEIGHT, op, container);
2041 return 1; /* Nothing more to do below */ 1813 return 1; /* Nothing more to do below */
2042 } 1814 }
2043 else if (door->type == LOCKED_DOOR) 1815 else if (door->type == LOCKED_DOOR)
2044 { 1816 {
2045 /* Might as well return now - no other way to open this */ 1817 /* Might as well return now - no other way to open this */
2046 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2047 return 1; 1819 return 1;
2048 } 1820 }
1821
2049 return 0; 1822 return 0;
2050} 1823}
2051 1824
2052/* This function is just part of a breakup from move_player. 1825/* This function is just part of a breakup from move_player.
2053 * It should keep the code cleaner. 1826 * It should keep the code cleaner.
2054 * When this is called, the players direction has been updated 1827 * When this is called, the players direction has been updated
2055 * (taking into account confusion.) The player is also actually 1828 * (taking into account confusion.) The player is also actually
2056 * going to try and move (not fire weapons). 1829 * going to try and move (not fire weapons).
2057 */ 1830 */
2058void 1831bool
2059move_player_attack (object *op, int dir) 1832move_player_attack (object *op, int dir)
2060{ 1833{
2061 object *tmp, *mon; 1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
2062 sint16 nx, ny; 1835 {
2063 int on_battleground; 1836 --op->speed_left;
2064 maptile *m; 1837 return true;
1838 }
2065 1839
2066 nx = freearr_x[dir] + op->x; 1840 sint16 nx = freearr_x[dir] + op->x;
2067 ny = freearr_y[dir] + op->y; 1841 sint16 ny = freearr_y[dir] + op->y;
2068 1842
2069 on_battleground = op_on_battleground (op, 0, 0); 1843 if (out_of_map (op->map, nx, ny))
1844 return false;
2070 1845
2071 /* If braced, or can't move to the square, and it is not out of the 1846 /* If braced, or can't move to the square, and it is not out of the
2072 * map, attack it. Note order of if statement is important - don't 1847 * map, attack it. Note order of if statement is important - don't
2073 * want to be calling move_ob if braced, because move_ob will move the 1848 * want to be calling move_ob if braced, because move_ob will move the
2074 * player. This is a pretty nasty hack, because if we could 1849 * player. This is a pretty nasty hack, because if we could
2075 * move to some space, it then means that if we are braced, we should 1850 * move to some space, it then means that if we are braced, we should
2076 * do nothing at all. As it is, if we are braced, we go through 1851 * do nothing at all. As it is, if we are braced, we go through
2077 * quite a bit of processing. However, it probably is less than what 1852 * quite a bit of processing. However, it probably is less than what
2078 * move_ob uses. 1853 * move_ob uses.
2079 */ 1854 */
2080 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) 1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
2081 { 1870 }
2082 if (OUT_OF_REAL_MAP (op->map, nx, ny)) 1871
1872 /* no monster == player tries to move into a wall or so */
1873 if (!mon)
1874 {
1875 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1876 if (op->move_type & ob->move_block)
2083 { 1877 {
2084 m = get_map_from_coord (op->map, &nx, &ny); 1878 if (ob->move_block == MOVE_ALL)
2085 if (!m) 1879 move_into_wall (op, ob);
2086 return; /* Don't think this should happen */ 1880 else
1881 {
1882 if (op->contr->ns->bumpmsg)
1883 {
1884 op->play_sound (sound_find ("blocked_move"));
1885
1886 op->statusmsg (ob->invisible
1887 ? "Something blocks you."
1888 : format ("Something blocks you from entering the %s.", query_name (ob))
1889 );
1890 }
1891 }
1892
1893 break;
1894 }
1895
1896 return false;
1897 }
1898
1899 mon = mon->head_ ();
1900
1901 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1902 if (op->contr->weapon_sp_left > 0.f)
1903 if (player_attack_door (op, mon))
1904 {
1905 --op->contr->weapon_sp_left;
1906 return true;
1907 }
1908
1909 /* The following deals with possibly attacking peaceful
1910 * or friendly creatures. Basically, all players are considered
1911 * unaggressive. If the moving player has peaceful set, then the
1912 * object should be pushed instead of attacked. It is assumed that
1913 * if you are braced, you will not attack friends accidently,
1914 * and thus will not push them.
1915 */
1916
1917 /* If the creature is a pet, push it even if the player is not
1918 * peaceful. Our assumption is the creature is a pet if the
1919 * player owns it and it is either friendly or unagressive.
1920 */
1921 if (op->type == PLAYER
1922 && ((mon->owner && mon->owner->contr
1923 && same_party (mon->owner->contr->party, op->contr->party))
1924 || mon->owner == op)
1925 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1926 {
1927 /* If we're braced, we don't want to switch places with it */
1928 if (op->contr->braced)
1929 return false;
1930
1931 if (op->speed_left > 0.f)
1932 {
1933 --op->speed_left;
1934
1935 op->play_sound (sound_find ("push_player"));
1936 push_ob (mon, dir, op);
1937
1938 if (action_makes_visible (op))
1939 make_visible (op);
1940
1941 return true;
2087 } 1942 }
2088 else 1943 else
2089 m = op->map;
2090
2091 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2092 {
2093 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2094 return; 1944 return false;
2095 } 1945 }
2096 1946
2097 mon = 0; 1947 bool on_battleground = op_on_battleground (op, 0, 0);
2098 /* Go through all the objects, and find ones of interest. Only stop if
2099 * we find a monster - that is something we know we want to attack.
2100 * if its a door or barrel (can roll) see if there may be monsters
2101 * on the space
2102 */
2103 while (tmp)
2104 {
2105 if (tmp == op)
2106 {
2107 tmp = tmp->above;
2108 continue;
2109 }
2110 1948
2111 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2112 {
2113 mon = tmp;
2114 break;
2115 }
2116
2117 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2118 mon = tmp;
2119
2120 tmp = tmp->above;
2121 }
2122
2123 if (!mon) /* This happens anytime the player tries to move */
2124 return; /* into a wall */
2125
2126 if (mon->head)
2127 mon = mon->head;
2128
2129 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2130 if (player_attack_door (op, mon))
2131 return;
2132
2133 /* The following deals with possibly attacking peaceful
2134 * or frienddly creatures. Basically, all players are considered
2135 * unaggressive. If the moving player has peaceful set, then the
2136 * object should be pushed instead of attacked. It is assumed that
2137 * if you are braced, you will not attack friends accidently,
2138 * and thus will not push them.
2139 */
2140
2141 /* If the creature is a pet, push it even if the player is not
2142 * peaceful. Our assumption is the creature is a pet if the
2143 * player owns it and it is either friendly or unagressive.
2144 */
2145 if ((op->type == PLAYER)
2146#if COZY_SERVER
2147 &&
2148 ((mon->owner && mon->owner->contr
2149 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2150#else
2151 && mon->owner == op
2152#endif
2153 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2154 {
2155 /* If we're braced, we don't want to switch places with it */
2156 if (op->contr->braced)
2157 return;
2158 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2159 (void) push_ob (mon, dir, op);
2160 if (op->contr->tmp_invis || op->hide)
2161 make_visible (op);
2162 return;
2163 }
2164
2165 /* in certain circumstances, you shouldn't attack friendly 1949 /* in certain circumstances, you shouldn't attack friendly
2166 * creatures. Note that if you are braced, you can't push 1950 * creatures. Note that if you are braced, you can't push
2167 * someone, but put it inside this loop so that you won't 1951 * someone, but put it inside this loop so that you won't
2168 * attack them either. 1952 * attack them either.
2169 */ 1953 */
2170 if ((mon->type == PLAYER || mon->enemy != op) && 1954 if ((mon->type == PLAYER || mon->enemy != op)
2171 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 1955 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
2172#ifdef PROHIBIT_PLAYERKILL
2173 (op->contr->peaceful 1956 && ((op->contr->peaceful
2174 || (mon->type == PLAYER 1957 || (mon->type == PLAYER && mon->contr->peaceful))
2175 && mon->contr->
2176 peaceful)) &&
2177#else
2178 op->contr->peaceful &&
2179#endif
2180 !on_battleground)) 1958 && !on_battleground))
1959 {
1960 if (op->speed_left > 0.f)
2181 { 1961 {
1962 --op->speed_left;
1963
2182 if (!op->contr->braced) 1964 if (!op->contr->braced)
2183 { 1965 {
2184 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 1966 op->play_sound (sound_find ("push_player"));
2185 (void) push_ob (mon, dir, op); 1967 push_ob (mon, dir, op);
2186 } 1968 }
2187 else 1969 else
2188 new_draw_info (0, 0, op, "You withhold your attack"); 1970 op->statusmsg ("You withhold your attack");
2189 1971
2190 if (op->contr->tmp_invis || op->hide) 1972 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2191 make_visible (op); 1973 make_visible (op);
2192 }
2193 1974
1975 return true;
1976 }
1977 }
2194 /* If the object is a boulder or other rollable object, then 1978 /* If the object is a boulder or other rollable object, then
2195 * roll it if not braced. You can't roll it if you are braced. 1979 * roll it if not braced. You can't roll it if you are braced.
2196 */ 1980 */
2197 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 1981 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1982 {
1983 if (op->speed_left > 0.f)
2198 { 1984 {
1985 --op->speed_left;
1986
2199 recursive_roll (mon, dir, op); 1987 recursive_roll (mon, dir, op);
2200 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
2201 make_visible (op); 1989 make_visible (op);
2202 }
2203 1990
1991 return true;
1992 }
1993 }
2204 /* Any generic living creature. Including things like doors. 1994 /* Any generic living creature. Including things like doors.
2205 * Way it works is like this: First, it must have some hit points 1995 * Way it works is like this: First, it must have some hit points
2206 * and be living. Then, it must be one of the following: 1996 * and be living. Then, it must be one of the following:
2207 * 1) Not a player, 2) A player, but of a different party. Note 1997 * 1) Not a player, 2) A player, but of a different party. Note
2208 * that party_number -1 is no party, so attacks can still happen. 1998 * that party_number -1 is no party, so attacks can still happen.
2209 */ 1999 */
2210
2211 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2000 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2212 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2001 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2213 { 2002 {
2214 2003 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2215 /* If the player hasn't hit something this tick, and does
2216 * so, give them speed boost based on weapon speed. Doing
2217 * it here is better than process_players2, which basically
2218 * incurred a 1 tick offset.
2219 */
2220 if (!op->contr->has_hit)
2221 { 2004 {
2222 op->speed_left += op->speed / op->contr->weapon_sp; 2005 --op->contr->weapon_sp_left;
2223
2224 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2225 }
2226 2006
2227 skill_attack (mon, op, 0, 0, 0); 2007 skill_attack (mon, op, 0, 0, 0);
2228
2229 /* If attacking another player, that player gets automatic
2230 * hitback, and doesn't loose luck either.
2231 * Disable hitback on the battleground or if the target is
2232 * the wiz.
2233 */
2234 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2235 {
2236 short luck = mon->stats.luck;
2237
2238 mon->contr->has_hit = 1;
2239 skill_attack (op, mon, 0, 0, 0);
2240 mon->stats.luck = luck;
2241 }
2242 2008
2243 if (action_makes_visible (op)) 2009 if (action_makes_visible (op))
2244 make_visible (op); 2010 make_visible (op);
2245 }
2246 } /* if player should attack something */
2247}
2248 2011
2249int 2012 return true;
2013 }
2014 }
2015
2016 return false;
2017}
2018
2019bool
2250move_player (object *op, int dir) 2020move_player (object *op, int dir)
2251{ 2021{
2252 int pick; 2022 if (!op->map || op->map->state != MAP_ACTIVE)
2253
2254 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2255 return 0; 2023 return 0;
2256 2024
2257 /* Sanity check: make sure dir is valid */ 2025 /* Sanity check: make sure dir is valid */
2258 if ((dir < 0) || (dir >= 9)) 2026 if (dir < 0 || dir > 8)
2259 { 2027 {
2260 LOG (llevError, "move_player: invalid direction %d\n", dir); 2028 LOG (llevError, "move_player: invalid direction %d\n", dir);
2261 return 0; 2029 return 0;
2262 } 2030 }
2263 2031
2264 /* peterm: added following line */ 2032 /* peterm: added following line */
2265 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2033 if (op->flag [FLAG_CONFUSED] && dir)
2266 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2034 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2267 2035
2268 op->facing = dir; 2036 op->facing = dir;
2269 2037
2270 if (op->hide) 2038 if (op->flag [FLAG_HIDDEN])
2271 do_hidden_move (op); 2039 do_hidden_move (op);
2272 2040
2041 bool retval;
2042 int pick = 0;
2043
2273 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2044 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2274 /*nop */ ; 2045 retval = RESULT_INT (0);
2275 else if (op->contr->fire_on) 2046 else if (op->contr->fire_on)
2276 fire (op, dir); 2047 retval = fire (op, dir);
2277 else 2048 else
2278 { 2049 {
2279 move_player_attack (op, dir); 2050 retval = move_player_attack (op, dir);
2280 pick = check_pick (op); 2051 pick = check_pick (op);
2281 } 2052 }
2282 2053
2283 /* Add special check for newcs players and fire on - this way, the 2054 /* Add special check for newcs players and fire on - this way, the
2284 * server can handle repeat firing. 2055 * server can handle repeat firing.
2291 /* Update how the player looks. Use the facing, so direction may 2062 /* Update how the player looks. Use the facing, so direction may
2292 * get reset to zero. This allows for full animation capabilities 2063 * get reset to zero. This allows for full animation capabilities
2293 * for players. 2064 * for players.
2294 */ 2065 */
2295 animate_object (op, op->facing); 2066 animate_object (op, op->facing);
2296 return 0; 2067
2068 return retval;
2297} 2069}
2298 2070
2299/* This is similar to handle_player, below, but is only used by the 2071/* This is similar to handle_player, below, but is only used by the
2300 * new client/server stuff. 2072 * new client/server stuff.
2301 * This is sort of special, in that the new client/server actually uses 2073 * This is sort of special, in that the new client/server actually uses
2302 * the new speed values for commands. 2074 * the new speed values for commands.
2303 * 2075 *
2304 * Returns true if there are more actions we can do. 2076 * Returns true if there are more actions we can do. Should not do
2077 * many actions in a row, as that would be too unfair to other
2078 * players.
2305 */ 2079 */
2306int 2080bool
2307handle_newcs_player (object *op) 2081handle_newcs_player (object *op)
2308{ 2082{
2309 if (op->contr->hidden) 2083 if (op->flag [FLAG_SCARED])
2310 {
2311 op->invisible = 1000;
2312 /* the socket code flashes the player visible/invisible
2313 * depending on the value of invisible, so we need to
2314 * alternate it here for it to work correctly.
2315 */
2316 if (pticks & 2)
2317 op->invisible--;
2318 } 2084 {
2319 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) 2085 if (op->speed_left > 0.f)
2320 {
2321 op->invisible--;
2322 if (!op->invisible)
2323 {
2324 make_visible (op);
2325 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2326 } 2086 {
2327 }
2328
2329 if (QUERY_FLAG (op, FLAG_SCARED))
2330 {
2331 flee_player (op);
2332 /* If player is still scared, that is his action for this tick */
2333 if (QUERY_FLAG (op, FLAG_SCARED))
2334 {
2335 op->speed_left--; 2087 --op->speed_left;
2088 flee_player (op);
2089
2336 return 0; 2090 return true;
2337 } 2091 }
2092 else
2093 return false;
2338 } 2094 }
2339
2340 /* I've been seeing crashes where the golem has been destroyed, but
2341 * the player object still points to the defunct golem. The code that
2342 * destroys the golem looks correct, and it doesn't always happen, so
2343 * put this in a a workaround to clean up the golem pointer.
2344 */
2345 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2346 op->contr->ranges[range_golem] = 0;
2347 2095
2348 /* call this here - we also will call this in do_ericserver, but 2096 /* call this here - we also will call this in do_ericserver, but
2349 * the players time has been increased when doericserver has been 2097 * the players time has been increased when doericserver has been
2350 * called, so we recheck it here. 2098 * called, so we recheck it here.
2351 */ 2099 */
2352 //TODO: better than handling 8 commands, use some more intelligent rate-limiting 2100 if (op->contr->ns->handle_command ())
2353 for (int rep = 8; --rep && op->contr->ns->handle_command (); ) 2101 return true;
2354 ;
2355 2102
2356 if (op->speed_left < 0) 2103 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2104 return move_player (op, op->direction);
2105
2106 return false;
2107}
2108
2109static int
2110save_life (object *op)
2111{
2112 if (!op->flag [FLAG_LIFESAVE])
2357 return 0; 2113 return 0;
2358 2114
2359 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2360 {
2361 /* All move commands take 1 tick, at least for now */
2362 op->speed_left--;
2363
2364 /* Instead of all the stuff below, let move_player take care
2365 * of it. Also, some of the skill stuff is only put in
2366 * there, as well as the confusion stuff.
2367 */
2368 move_player (op, op->direction);
2369 if (op->speed_left > 0)
2370 return 1;
2371 else
2372 return 0;
2373 }
2374
2375 return 0;
2376}
2377
2378int
2379save_life (object *op)
2380{
2381 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2382 return 0;
2383
2384 for (object *tmp = op->inv; tmp; tmp = tmp->below) 2115 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2385 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2116 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2386 { 2117 {
2387 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2118 op->play_sound (sound_find ("ob_evaporate"));
2388 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2119 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2389 2120
2390 if (op->contr)
2391 esrv_del_item (op->contr, tmp->count);
2392
2393 tmp->destroy (); 2121 tmp->destroy ();
2394 CLEAR_FLAG (op, FLAG_LIFESAVE); 2122 op->clr_flag (FLAG_LIFESAVE);
2395 2123
2396 if (op->stats.hp < 0) 2124 if (op->stats.hp < 0)
2397 op->stats.hp = op->stats.maxhp; 2125 op->stats.hp = op->stats.maxhp;
2398 2126
2399 if (op->stats.food < 0) 2127 if (op->stats.food < 0)
2400 op->stats.food = 999; 2128 op->stats.food = MAX_FOOD;
2401 2129
2402 op->update_stats (); 2130 op->update_stats ();
2403 return 1; 2131 return 1;
2404 } 2132 }
2405 2133
2406 LOG (llevError, "Error: LIFESAVE set without applied object.\n"); 2134 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2407 CLEAR_FLAG (op, FLAG_LIFESAVE); 2135 op->clr_flag (FLAG_LIFESAVE);
2408 enter_player_savebed (op); /* bring him home. */ 2136 enter_player_savebed (op); /* bring him home. */
2409 return 0; 2137 return 0;
2410} 2138}
2411 2139
2412/* This goes throws the inventory and removes unpaid objects, and puts them 2140/* This goes throws the inventory and removes unpaid objects, and puts them
2413 * back in the map (location and map determined by values of env). This 2141 * back in the map (location and map determined by values of env). This
2414 * function will descend into containers. op is the object to start the search 2142 * function will descend into containers. op is the object to start the search
2415 * from. 2143 * from.
2416 */ 2144 */
2145static void
2146drop_unpaid_items (object *op, object *env)
2147{
2148 while (op)
2149 {
2150 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2151
2152 if (op->flag [FLAG_UNPAID])
2153 op->insert_at (env);
2154 else if (op->inv)
2155 drop_unpaid_items (op->inv, env);
2156
2157 op = next;
2158 }
2159}
2160
2417void 2161void
2418remove_unpaid_objects (object *op, object *env) 2162object::drop_unpaid_items ()
2419{ 2163{
2420 object *next; 2164 if (!flag [FLAG_REMOVED])
2421 2165 ::drop_unpaid_items (inv, this);
2422 while (op)
2423 {
2424 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2425
2426 if (QUERY_FLAG (op, FLAG_UNPAID))
2427 {
2428 if (env->type == PLAYER)
2429 esrv_del_item (env->contr, op->count);
2430
2431 op->insert_at (env);
2432 }
2433 else if (op->inv)
2434 remove_unpaid_objects (op->inv, env);
2435
2436 op = next;
2437 }
2438}
2439
2440/*
2441 * Returns pointer a static string containing gravestone text
2442 * Moved from apply.c to player.c - player.c is what
2443 * actually uses this function. player.c may not be quite the
2444 * best, a misc file for object actions is probably better,
2445 * but there isn't one in the server directory.
2446 */
2447char *
2448gravestone_text (object *op)
2449{
2450 static char buf2[MAX_BUF];
2451 char buf[MAX_BUF];
2452 time_t now = time (NULL);
2453
2454 strcpy (buf2, " R.I.P.\n\n");
2455 if (op->type == PLAYER)
2456 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2457 else
2458 sprintf (buf, "%s\n", &op->name);
2459
2460 strncat (buf2, " ", 20 - strlen (buf) / 2);
2461 strcat (buf2, buf);
2462 if (op->type == PLAYER)
2463 sprintf (buf, "who was in level %d when killed\n", op->level);
2464 else
2465 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2466
2467 strncat (buf2, " ", 20 - strlen (buf) / 2);
2468 strcat (buf2, buf);
2469 if (op->type == PLAYER)
2470 {
2471 sprintf (buf, "by %s.\n\n", op->contr->killer);
2472 strncat (buf2, " ", 21 - strlen (buf) / 2);
2473 strcat (buf2, buf);
2474 }
2475
2476 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2478 strcat (buf2, buf);
2479
2480 return buf2;
2481} 2166}
2482 2167
2483void 2168void
2484do_some_living (object *op) 2169do_some_living (object *op)
2485{ 2170{
2486 int last_food = op->stats.food; 2171 int last_food = op->stats.food;
2487 int gen_hp, gen_sp, gen_grace; 2172 int gen_hp, gen_sp, gen_grace;
2488 int over_hp, over_sp, over_grace;
2489 int i; 2173 int i;
2490 int rate_hp = 1200; 2174 int rate_hp = 1200;
2491 int rate_sp = 2500; 2175 int rate_sp = 2500;
2492 int rate_grace = 2000; 2176 int rate_grace = 2000;
2493 const int max_hp = 1; 2177 const int max_hp = 1;
2494 const int max_sp = 1; 2178 const int max_sp = 1;
2495 const int max_grace = 1; 2179 const int max_grace = 1;
2496 2180
2497 if (op->contr->outputs_sync) 2181 if (op->contr->hidden)
2182 {
2183 op->invisible = 1000;
2184 /* the socket code flashes the player visible/invisible
2185 * depending on the value of invisible, so we need to
2186 * alternate it here for it to work correctly.
2187 */
2188 if (server_tick & 2)
2189 op->invisible--;
2498 { 2190 }
2499 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2191 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2500 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2192 {
2501 flush_output_element (op, &op->contr->outputs[i]); 2193 if (!op->invisible--)
2194 {
2195 make_visible (op);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2197 }
2502 } 2198 }
2503 2199
2504 if (op->contr->ns->state == ST_PLAYING) 2200 if (op->contr->ns->state == ST_PLAYING)
2505 { 2201 {
2506 /* these next three if clauses make it possible to SLOW DOWN 2202 /* these next three if clauses make it possible to SLOW DOWN
2527 { 2223 {
2528 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2529 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2530 } 2226 }
2531 2227
2532 /* Regenerate Spell Points */ 2228 /* Regenerate Grace */
2533 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2230 if (--op->last_grace < 0)
2534 { 2231 {
2535 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2536 if (op->stats.sp < op->stats.maxsp) 2232 if (op->stats.grace < op->stats.maxgrace / 2)
2233 op->stats.grace++; /* no penalty in food for regaining grace */
2234
2235 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2236
2237 if (max_grace > 1)
2537 { 2238 {
2538 op->stats.sp++; 2239 int over_grace = temp / rate_grace;
2539 /* dms do not consume food */ 2240
2540 if (!QUERY_FLAG (op, FLAG_WIZ)) 2241 if (over_grace > 0)
2541 { 2242 {
2542 op->stats.food--; 2243 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2543 if (op->contr->digestion < 0) 2244 op->last_grace = 0;
2544 op->stats.food += op->contr->digestion;
2545 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2546 op->stats.food = last_food;
2547 } 2245 }
2246 else
2247 op->last_grace = rate_grace / temp;
2548 } 2248 }
2249 else
2250 op->last_grace = rate_grace / temp;
2549 2251
2550 if (max_sp > 1) 2252 /* wearing stuff doesn't detract from grace generation. */
2253 }
2254
2255 if (op->stats.food > 0)
2256 {
2257 /* Regenerate Spell Points */
2258 if (!op->contr->golem && --op->last_sp < 0)
2551 { 2259 {
2552 over_sp = (gen_sp + 10) / rate_sp; 2260 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2553 if (over_sp > 0) 2261
2262 if (op->stats.sp < op->stats.maxsp)
2554 { 2263 {
2555 if (op->stats.sp < op->stats.maxsp) 2264 op->stats.sp++;
2265
2266 /* dms do not consume food */
2267 if (!op->flag [FLAG_WIZ])
2556 { 2268 {
2557 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2558
2559 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2560 op->stats.sp--; 2269 op->stats.food--;
2561 2270
2562 if (op->stats.sp > op->stats.maxsp) 2271 if (op->contr->digestion < 0)
2272 op->stats.food += op->contr->digestion;
2273 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2563 op->stats.sp = op->stats.maxsp; 2274 op->stats.food = last_food;
2564 } 2275 }
2276 }
2277
2278 if (max_sp > 1)
2279 {
2280 int over_sp = (gen_sp + 10) / rate_sp;
2281 if (over_sp > 0)
2282 {
2283 if (op->stats.sp < op->stats.maxsp)
2284 {
2285 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2286
2287 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2288 op->stats.sp--;
2289
2290 if (op->stats.sp > op->stats.maxsp)
2291 op->stats.sp = op->stats.maxsp;
2292 }
2293
2565 op->last_sp = 0; 2294 op->last_sp = 0;
2295 }
2296 else
2297 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2566 } 2298 }
2567 else 2299 else
2568 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); 2300 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2569 } 2301 }
2570 else
2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 }
2573 2302
2574 /* Regenerate Grace */ 2303 /* Regenerate Hit Points */
2575 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2576 if (--op->last_grace < 0) 2304 if (--op->last_heal < 0)
2577 {
2578 if (op->stats.grace < op->stats.maxgrace / 2)
2579 op->stats.grace++; /* no penalty in food for regaining grace */
2580
2581 if (max_grace > 1)
2582 { 2305 {
2583 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2306 if (op->stats.hp < op->stats.maxhp)
2584 if (over_grace > 0)
2585 { 2307 {
2586 op->stats.sp += over_grace 2308 op->stats.hp++;
2587 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; 2309
2310 /* dms do not consume food */
2311 if (!op->flag [FLAG_WIZ])
2312 {
2313 op->stats.food--;
2314
2315 if (op->contr->digestion < 0)
2316 op->stats.food += op->contr->digestion;
2317 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2318 op->stats.food = last_food;
2319 }
2320 }
2321
2322 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2323
2324 if (max_hp > 1)
2325 {
2326 int over_hp = temp / rate_hp;
2327
2328 if (over_hp > 0)
2329 {
2330 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2588 op->last_grace = 0; 2331 op->last_heal = 0;
2332 }
2333 else
2334 op->last_heal = rate_hp / temp;
2589 } 2335 }
2590 else 2336 else
2591 {
2592 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2593 }
2594 }
2595 else
2596 {
2597 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2598 }
2599 /* wearing stuff doesn't detract from grace generation. */
2600 }
2601
2602 /* Regenerate Hit Points */
2603 if (--op->last_heal < 0)
2604 {
2605 if (op->stats.hp < op->stats.maxhp)
2606 {
2607 op->stats.hp++;
2608 /* dms do not consume food */
2609 if (!QUERY_FLAG (op, FLAG_WIZ))
2610 {
2611 op->stats.food--;
2612 if (op->contr->digestion < 0)
2613 op->stats.food += op->contr->digestion;
2614 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2615 op->stats.food = last_food;
2616 }
2617 }
2618
2619 if (max_hp > 1)
2620 {
2621 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2622 if (over_hp > 0)
2623 {
2624 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2625 op->last_heal = 0; 2337 op->last_heal = rate_hp / temp;
2626 }
2627 else
2628 {
2629 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2630 }
2631 }
2632 else
2633 {
2634 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2635 } 2338 }
2636 } 2339 }
2637 2340
2638 /* Digestion */ 2341 /* Digestion */
2639 if (--op->last_eat < 0) 2342 if (--op->last_eat < 0)
2640 { 2343 {
2641#ifdef COZY_SERVER 2344 int bonus = max (0, op->contr->digestion),
2642 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; 2345 penalty = max (0, -op->contr->digestion);
2643 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2644#else
2645 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2646#endif
2647 2346
2648 if (op->contr->gen_hp > 0)
2649 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2347 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2650 else
2651 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2652 2348
2653 /* dms do not consume food */ 2349 /* dms do not consume food */
2654 if (!QUERY_FLAG (op, FLAG_WIZ)) 2350 if (!op->flag [FLAG_WIZ])
2655 op->stats.food--; 2351 op->stats.food--;
2656 } 2352 }
2657 2353
2658 if (op->stats.food < 0 && op->stats.hp >= 0) 2354 if (op->stats.food < 0 && op->stats.hp >= 0)
2659 { 2355 {
2660 object *tmp, *flesh = 0; 2356 object *flesh = 0;
2661 2357
2662 for (tmp = op->inv; tmp; tmp = tmp->below) 2358 for_inv_removable (op, tmp)
2663 { 2359 {
2664 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2360 if (tmp->flag [FLAG_UNPAID])
2361 continue;
2362
2363 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2665 { 2364 {
2666 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2365 op->statusmsg ("You blindly grab for a bite of food. "
2667 { 2366 "H<To prevent you from starving, you ate some random item from your backpack.>");
2668 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2367 op->apply (tmp);
2669 manual_apply (op, tmp, 0); 2368
2670 if (op->stats.food >= 0 || op->stats.hp < 0) 2369 if (op->stats.food >= 0 || op->stats.hp < 0)
2671 break; 2370 break;
2672 } 2371 }
2673 else if (tmp->type == FLESH) 2372 else if (tmp->type == FLESH)
2674 flesh = tmp; 2373 flesh = tmp;
2675 } /* End if paid for object */ 2374 }
2676 } /* end of for loop */
2677 2375
2678 /* If player is still starving, it means they don't have any food, so 2376 /* If player is still starving, it means they don't have any food, so
2679 * eat flesh instead. 2377 * eat flesh instead.
2680 */ 2378 */
2681 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2379 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2682 { 2380 {
2683 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2381 op->statusmsg ("You blindly grab for a bite of food. "
2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2684 manual_apply (op, flesh, 0); 2383 op->apply (flesh);
2685 } 2384 }
2385
2386 // If player is still starving, alert him!
2387 if (op->stats.food < 0)
2388 op->failmsg ("You are starving! "
2389 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2390 }
2391
2392 if (op->stats.food < 0)
2686 } 2393 {
2394 op->stats.hp += op->stats.food;
2395 op->stats.food = 0;
2687 2396
2688 while (op->stats.food < 0 && op->stats.hp >= 0) 2397 if (op->stats.hp < 0)
2689 op->stats.food++, op->stats.hp--; 2398 {
2399 op->contr->killer = archetype::get ("killer_starvation");
2400 op->contr->killer->destroy ();
2401 }
2402 }
2690 2403
2404 /* killer should be set here already */
2691 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2405 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2692 kill_player (op); 2406 kill_player (op);
2693 } 2407 }
2694} 2408}
2695 2409
2696/* If the player should die (lack of hp, food, etc), we call this. 2410/* If the player should die (lack of hp, food, etc), we call this.
2699 * file. 2413 * file.
2700 */ 2414 */
2701void 2415void
2702kill_player (object *op) 2416kill_player (object *op)
2703{ 2417{
2704 char buf[MAX_BUF];
2705 int x, y; 2418 int x, y;
2706
2707 //int i;
2708 maptile *map; /* this is for resurrection */ 2419 maptile *map; /* this is for resurrection */
2709
2710 /* int z;
2711 int num_stats_lose;
2712 int lost_a_stat;
2713 int lose_this_stat;
2714 int this_stat; */
2715 int will_kill_again; 2420 int will_kill_again;
2716 archetype *at; 2421 archetype *at;
2717 object *tmp; 2422 object *tmp;
2718 2423
2719 if (save_life (op)) 2424 if (save_life (op))
2720 return; 2425 return;
2721 2426
2427 dynbuf_text deathtab;
2428
2429 /* restore player */
2430 at = archetype::find (shstr_poisoning);
2431 if (object *tmp = present_arch_in_ob (at, op))
2432 {
2433 tmp->destroy ();
2434 deathtab << "Your body feels cleansed...\r";
2435 }
2436
2437 at = archetype::find (shstr_confusion);
2438 if (object *tmp = present_arch_in_ob (at, op))
2439 {
2440 tmp->destroy ();
2441 deathtab << "Your mind feels clearer...\r";
2442 }
2443
2444 cure_disease (op, 0, 0); /* remove any disease */
2445
2446 max_it (op->stats.hp , op->stats.maxhp);
2447 max_it (op->stats.sp , op->stats.maxsp);
2448 max_it (op->stats.grace, op->stats.maxgrace);
2449 max_it (op->stats.food , 200);
2450
2451 // remove all spell effects that are active
2452 // to avoid long-term effects such as word-of-recall
2453 for (object *item = op->inv; item; )
2454 {
2455 object *next = item->below;
2456
2457 if (item->type == SPELL_EFFECT && item->active)
2458 item->destroy ();
2459
2460 item = next;
2461 }
2722 2462
2723 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2463 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2724 * in cities ONLY!!! It is very important that this doesn't get abused. 2464 * in cities ONLY!!! It is very important that this doesn't get abused.
2725 * Look at op_on_battleground() for more info --AndreasV 2465 * Look at op_on_battleground() for more info --AndreasV
2726 */ 2466 */
2727 if (op_on_battleground (op, &x, &y)) 2467 if (op_on_battleground (op, &x, &y))
2728 { 2468 {
2729 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2469 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2730 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2731
2732 /* restore player */
2733 at = archetype::find ("poisoning");
2734 if (object *tmp = present_arch_in_ob (at, op))
2735 {
2736 tmp->destroy ();
2737 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2738 }
2739
2740 at = archetype::find ("confusion");
2741 if (object *tmp = present_arch_in_ob (at, op))
2742 {
2743 tmp->destroy ();
2744 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2745 }
2746
2747 cure_disease (op, 0); /* remove any disease */
2748 op->stats.hp = op->stats.maxhp;
2749 if (op->stats.food <= 0)
2750 op->stats.food = 999;
2751 2470
2752 /* create a bodypart-trophy to make the winner happy */ 2471 /* create a bodypart-trophy to make the winner happy */
2753 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2472 object *tmp = archetype::find (shstr_finger)->instance ();
2754 { 2473
2755 sprintf (buf, "%s's finger", &op->name); 2474 tmp->name = format ("%s's finger" , &op->name);
2756 tmp->name = buf; 2475 tmp->name_pl = format ("%s's fingers", &op->name);
2757 sprintf (buf, " This finger has been cut off %s\n" 2476 tmp->msg = format (
2758 " the %s, when he was defeated at\n level %d by %s.\n", 2477 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2759 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2478 &op->name, op->contr->title,
2760 tmp->msg = buf; 2479 (int)op->level,
2480 op->contr->killer_name ()
2481 );
2761 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2482 tmp->value = 0, tmp->type = 0;
2762 tmp->materialname = NULL; 2483 tmp->material = name_to_material (shstr_organic);
2763 op->insert_at (tmp, op); 2484 tmp->insert_at (op, tmp);
2764 }
2765 2485
2766 /* teleport defeated player to new destination */ 2486 /* teleport defeated player to new destination */
2767 transfer_ob (op, x, y, 0, NULL); 2487 transfer_ob (op, x, y, 0, NULL);
2768 op->contr->braced = 0; 2488 op->contr->braced = 0;
2489
2490 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2769 return; 2491 return;
2770 } 2492 }
2771 2493
2494 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2495 deathtab << "T<YOU HAVE DIED>\n\n";
2496
2772 INVOKE_PLAYER (DEATH, op->contr); 2497 INVOKE_PLAYER (DEATH, op->contr);
2773 2498
2774 command_kill_pets (op, 0); 2499 command_kill_pets (op, 0);
2775 2500
2776 if (op->stats.food < 0) 2501 op->contr->play_sound (sound_find ("player_dies"));
2777 {
2778 if (op->contr->explore)
2779 {
2780 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2781 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2782 op->stats.food = 999;
2783 return;
2784 }
2785 sprintf (buf, "%s starved to death.", &op->name);
2786 strcpy (op->contr->killer, "starvation");
2787 }
2788 else
2789 {
2790 if (op->contr->explore)
2791 {
2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2794 op->stats.hp = op->stats.maxhp;
2795 return;
2796 }
2797 sprintf (buf, "%s died.", &op->name);
2798 }
2799
2800 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2801 2502
2802 /* save the map location for corpse, gravestone */ 2503 /* save the map location for corpse, gravestone */
2803 x = op->x; 2504 x = op->x;
2804 y = op->y; 2505 y = op->y;
2805 map = op->map; 2506 map = op->map;
2833 2534
2834 lost_a_stat = 0; 2535 lost_a_stat = 0;
2835 2536
2836 for (z = 0; z < num_stats_lose; z++) 2537 for (z = 0; z < num_stats_lose; z++)
2837 { 2538 {
2838 i = RANDOM () % NUM_STATS; 2539 i = rndm (NUM_STATS);
2839 2540
2840 if (settings.stat_loss_on_death) 2541 if (settings.stat_loss_on_death)
2841 { 2542 {
2842 /* Pick a random stat and take a point off it. Tell the player 2543 /* Pick a random stat and take a point off it. Tell the player
2843 * what he lost. 2544 * what he lost.
2850 lost_a_stat = 1; 2551 lost_a_stat = 1;
2851 } 2552 }
2852 else 2553 else
2853 { 2554 {
2854 /* deplete a stat */ 2555 /* deplete a stat */
2855 archetype *deparch = archetype::find ("depletion"); 2556 archetype *deparch = archetype::find (shstr_depletion);
2856 object *dep; 2557 object *dep;
2857 2558
2858 dep = present_arch_in_ob (deparch, op); 2559 dep = present_arch_in_ob (deparch, op);
2859 if (!dep) 2560 if (!dep)
2860 { 2561 {
2861 dep = arch_to_object (deparch); 2562 dep = deparch->instance ();
2862 insert_ob_in_ob (dep, op); 2563 insert_ob_in_ob (dep, op);
2863 } 2564 }
2864 lose_this_stat = 1; 2565 lose_this_stat = 1;
2865 if (settings.balanced_stat_loss) 2566 if (settings.balanced_stat_loss)
2866 { 2567 {
2894 } 2595 }
2895 } 2596 }
2896 2597
2897 if (lose_this_stat) 2598 if (lose_this_stat)
2898 { 2599 {
2899 this_stat = get_attr_value (&(dep->stats), i); 2600 this_stat = get_attr_value (&dep->stats, i);
2900 /* We could try to do something clever like find another 2601 /* We could try to do something clever like find another
2901 * stat to reduce if this fails. But chances are, if 2602 * stat to reduce if this fails. But chances are, if
2902 * stats have been depleted to -50, all are pretty low 2603 * stats have been depleted to -50, all are pretty low
2903 * and should be roughly the same, so it shouldn't make a 2604 * and should be roughly the same, so it shouldn't make a
2904 * difference. 2605 * difference.
2905 */ 2606 */
2906 if (this_stat >= -50) 2607 if (this_stat >= -50)
2907 { 2608 {
2908 change_attr_value (&(dep->stats), i, -1); 2609 change_attr_value (&(dep->stats), i, -1);
2909 SET_FLAG (dep, FLAG_APPLIED); 2610 dep->set_flag (FLAG_APPLIED);
2910 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); 2611 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2911 op->update_stats (); 2612 op->update_stats ();
2912 lost_a_stat = 1; 2613 lost_a_stat = 1;
2913 } 2614 }
2914 } 2615 }
2915 } 2616 }
2916 } 2617 }
2618
2917 /* If no stat lost, tell the player. */ 2619 /* If no stat lost, tell the player. */
2918 if (!lost_a_stat) 2620 if (!lost_a_stat)
2919 { 2621 {
2920 /* determine_god() seems to not work sometimes... why is this? 2622 /* determine_god() seems to not work sometimes... why is this?
2921 Should I be using something else? GD */ 2623 Should I be using something else? GD */
2922 const char *god = determine_god (op); 2624 shstr_tmp god = determine_god (op);
2923 2625
2924 if (god && (strcmp (god, "none"))) 2626 if (god != shstr_none)
2925 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2627 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2926 else 2628 else
2927 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2629 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2928 } 2630 }
2929#else 2631#else
2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2632 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2931#endif 2633#endif
2932 2634
2933 /* Put a gravestone up where the character 'almost' died. List the 2635 /* Put a gravestone up where the character 'almost' died. List the
2934 * exp loss on the stone. 2636 * exp loss on the stone.
2935 */ 2637 */
2936 tmp = arch_to_object (archetype::find ("gravestone")); 2638 tmp = archetype::find (shstr_gravestone)->instance ();
2937 sprintf (buf, "%s's gravestone", &op->name); 2639 tmp->name = format ("%s's gravestone", &op->name);
2938 tmp->name = buf; 2640 tmp->name_pl = format ("%s's gravestones", &op->name);
2939 sprintf (buf, "%s's gravestones", &op->name); 2641 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2940 tmp->name_pl = buf; 2642 &op->name, op->contr->title, op->contr->killer_name ());
2941 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2942 tmp->msg = buf;
2943 tmp->x = op->x, tmp->y = op->y; 2643 tmp->x = op->x, tmp->y = op->y;
2944 insert_ob_in_map (tmp, op->map, NULL, 0); 2644 insert_ob_in_map (tmp, op->map, NULL, 0);
2945 2645
2946 /**************************************/ 2646 /**************************************/
2947 /* */ 2647 /* */
2948 /* Subtract the experience points, */ 2648 /* Subtract the experience points, */
2949 /* if we died cause of food, give us */
2950 /* food, and reset HP's... */
2951 /* */ 2649 /* */
2952 /**************************************/ 2650 /**************************************/
2953 2651
2954 /* remove any poisoning and confusion the character may be suffering. */
2955 /* restore player */
2956 at = archetype::find ("poisoning");
2957 tmp = present_arch_in_ob (at, op);
2958
2959 if (tmp)
2960 {
2961 tmp->destroy ();
2962 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2963 }
2964
2965 at = archetype::find ("confusion");
2966 tmp = present_arch_in_ob (at, op);
2967 if (tmp)
2968 {
2969 tmp->destroy ();
2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2971 }
2972
2973 cure_disease (op, 0); /* remove any disease */
2974
2975 /*add_exp(op, (op->stats.exp * -0.20)); */ 2652 /*add_exp(op, (op->stats.exp * -0.20)); */
2976 apply_death_exp_penalty (op); 2653 apply_death_exp_penalty (op);
2977 if (op->stats.food < 100)
2978 op->stats.food = 900;
2979 op->stats.hp = op->stats.maxhp;
2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2982 2654
2983 /* 2655 /*
2984 * Check to see if the player is in a shop. IF so, then check to see if
2985 * the player has any unpaid items. If so, remove them and put them back 2656 * Check to see if the player has any unpaid items. If so, remove them
2986 * in the map. 2657 * and put them back in the map.
2987 */ 2658 */
2988 2659 op->drop_unpaid_items ();
2989 if (is_in_shop (op))
2990 remove_unpaid_objects (op->inv, op);
2991 2660
2992 /****************************************/ 2661 /****************************************/
2993 /* */ 2662 /* */
2994 /* Move player to his current respawn- */ 2663 /* Move player to his current respawn- */
2995 /* position (usually last savebed) */ 2664 /* position (usually last savebed) */
2996 /* */ 2665 /* */
2997 /****************************************/ 2666 /****************************************/
2998 2667
2999 enter_player_savebed (op); 2668 enter_player_savebed (op);
3000 2669
3001 /* Save the player before inserting the force to reduce
3002 * chance of abuse.
3003 */
3004 op->contr->braced = 0; 2670 op->contr->braced = 0;
3005 op->contr->save ();
3006 2671
3007 /* it is possible that the player has blown something up 2672 /* it is possible that the player has blown something up
3008 * at his savebed location, and that can have long lasting 2673 * at his savebed location, and that can have long lasting
3009 * spell effects. So first see if there is a spell effect 2674 * spell effects. So first see if there is a spell effect
3010 * on the space that might harm the player. 2675 * on the space that might harm the player.
3017 if (will_kill_again) 2682 if (will_kill_again)
3018 { 2683 {
3019 object *force; 2684 object *force;
3020 int at; 2685 int at;
3021 2686
3022 force = get_archetype (FORCE_NAME); 2687 force = archetype::get (FORCE_NAME);
3023 /* 50 ticks should be enough time for the spell to abate */ 2688 /* 50 ticks should be enough time for the spell to abate */
3024 force->speed = 0.1;
3025 force->speed_left = -5.0; 2689 force->speed_left = -5.f;
3026 SET_FLAG (force, FLAG_APPLIED); 2690 force->set_speed (0.1f);
2691 force->set_flag (FLAG_APPLIED);
2692
3027 for (at = 0; at < NROFATTACKS; at++) 2693 for (at = 0; at < NROFATTACKS; at++)
3028 if (will_kill_again & (1 << at)) 2694 if (will_kill_again & (1 << at))
3029 force->resist[at] = 100; 2695 force->resist[at] = 100;
3030 2696
3031 insert_ob_in_ob (force, op); 2697 insert_ob_in_ob (force, op);
3032 op->update_stats (); 2698 op->update_stats ();
3033
3034 } 2699 }
3035 2700
3036 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2701 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
3037} 2702}
3038 2703
3039void 2704static void
3040loot_object (object *op) 2705loot_object (object *op)
3041{ /* Grab and destroy some treasure */ 2706{ /* Grab and destroy some treasure */
3042 object *tmp, *tmp2, *next; 2707 object *tmp, *tmp2, *next;
3043 2708
3044 if (op->container) 2709 op->close_container (); /* close open sack first */
3045 esrv_apply_container (op, op->container); /* close open sack first */
3046 2710
3047 for (tmp = op->inv; tmp; tmp = next) 2711 for (tmp = op->inv; tmp; tmp = next)
3048 { 2712 {
3049 next = tmp->below; 2713 next = tmp->below;
3050 2714
3051 if (tmp->invisible) 2715 if (tmp->invisible)
3052 continue; 2716 continue;
3053 2717
3054 tmp->remove (); 2718 tmp->remove ();
3055 tmp->x = op->x, tmp->y = op->y; 2719 tmp->x = op->x, tmp->y = op->y;
2720
3056 if (tmp->type == CONTAINER) 2721 if (tmp->type == CONTAINER)
3057 { /* empty container to ground */ 2722 loot_object (tmp); /* empty container to ground */
3058 loot_object (tmp); 2723
3059 } 2724 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
3060 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3061 { 2725 {
3062 if (tmp->nrof > 1) 2726 if (tmp->nrof > 1)
3063 { 2727 {
3064 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2728 tmp->decrease (rndm (1, tmp->nrof - 1));
3065 tmp2->destroy ();
3066 insert_ob_in_map (tmp, op->map, NULL, 0); 2729 insert_ob_in_map (tmp, op->map, NULL, 0);
3067 } 2730 }
3068 else 2731 else
3069 tmp->destroy (); 2732 tmp->destroy ();
3070 } 2733 }
3076/* 2739/*
3077 * fix_weight(): Check recursively the weight of all players, and fix 2740 * fix_weight(): Check recursively the weight of all players, and fix
3078 * what needs to be fixed. Refresh windows and fix speed if anything 2741 * what needs to be fixed. Refresh windows and fix speed if anything
3079 * was changed. 2742 * was changed.
3080 */ 2743 */
3081
3082void 2744void
3083fix_weight (void) 2745fix_weight ()
3084{ 2746{
3085 for_all_players (pl) 2747 for_all_players (pl)
3086 { 2748 {
3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2749 sint32 old = pl->ob->carrying;
3088 2750
3089 if (old == sum) 2751 pl->ob->update_weight ();
3090 continue; 2752
2753 if (old != pl->ob->carrying)
2754 {
3091 pl->ob->update_stats (); 2755 pl->ob->update_stats ();
3092 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2756 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2757 }
3093 } 2758 }
3094} 2759}
3095 2760
3096void 2761void
3097fix_luck (void) 2762fix_luck ()
3098{ 2763{
3099 for_all_players (pl) 2764 for_all_players (pl)
3100 if (!pl->ob->contr->ns->state) 2765 if (!pl->ob->contr->ns->state)
3101 pl->ob->change_luck (0); 2766 pl->ob->change_luck (0);
3102} 2767}
3139} 2804}
3140 2805
3141void 2806void
3142make_visible (object *op) 2807make_visible (object *op)
3143{ 2808{
3144 op->hide = 0; 2809 op->flag [FLAG_HIDDEN] = 0;
3145 op->invisible = 0; 2810 op->invisible = 0;
2811
3146 if (op->type == PLAYER) 2812 if (op->type == PLAYER)
3147 { 2813 {
3148 op->contr->tmp_invis = 0; 2814 op->contr->tmp_invis = 0;
3149 op->contr->invis_race = 0; 2815 op->contr->invis_race = 0;
3150 } 2816 }
2817
3151 update_object (op, UP_OBJ_FACE); 2818 update_object (op, UP_OBJ_CHANGE);
3152} 2819}
3153 2820
3154int 2821int
3155is_true_undead (object *op) 2822is_true_undead (object *op)
3156{ 2823{
3157 object *tmp = NULL; 2824 if (op->arch->flag [FLAG_UNDEAD])
3158
3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3160 return 1; 2825 return 1;
3161 2826
3162 return 0; 2827 return 0;
3163} 2828}
3164 2829
3165/* look at the surrounding terrain to determine 2830/* look at the surrounding terrain to determine
3166 * the hideability of this object. Positive levels 2831 * the hideability of this object. Positive levels
3167 * indicate greater hideability. 2832 * indicate greater hideability.
3168 */ 2833 */
3169
3170int 2834int
3171hideability (object *ob) 2835hideability (object *ob)
3172{ 2836{
3173 int i, level = 0, mflag; 2837 int i, level = 0, mflag;
3174 sint16 x, y; 2838 sint16 x, y;
3175 2839
3176 if (!ob || !ob->map) 2840 if (!ob || !ob->map)
3177 return 0; 2841 return 0;
3178 2842
3179 /* so, on normal lighted maps, its hard to hide */ 2843 /* so, on normal lighted maps, its hard to hide */
3180 level = ob->map->darkness - 2; 2844 level = ob->map->darklevel () - 2;
3181 2845
3182 /* this also picks up whether the object is glowing. 2846 /* this also picks up whether the object is glowing.
3183 * If you carry a light on a non-dark map, its not 2847 * If you carry a light on a non-dark map, its not
3184 * as bad as carrying a light on a pitch dark map */ 2848 * as bad as carrying a light on a pitch dark map */
3185 if (has_carried_lights (ob)) 2849 if (ob->has_carried_lights ())
3186 level = -(10 + (2 * ob->map->darkness)); 2850 level = -(10 + (2 * ob->map->darklevel ()));
3187 2851
3188 /* scan through all nearby squares for terrain to hide in */ 2852 /* scan through all nearby squares for terrain to hide in */
3189 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2853 for (i = 0, x = ob->x, y = ob->y;
2854 i <= SIZEOFFREE1;
2855 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3190 { 2856 {
3191 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2857 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3192 if (mflag & P_OUT_OF_MAP) 2858 if (mflag & P_OUT_OF_MAP)
3193 {
3194 continue; 2859 continue;
3195 } 2860
3196 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2861 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3197 level += 2; 2862 level += 2;
3198 else /* open terrain! */ 2863 else /* open terrain! */
3199 level -= 1; 2864 level -= 1;
3200 } 2865 }
3208/* For Hidden creatures - a chance of becoming 'unhidden' 2873/* For Hidden creatures - a chance of becoming 'unhidden'
3209 * every time they move - as we subtract off 'invisibility' 2874 * every time they move - as we subtract off 'invisibility'
3210 * AND, for players, if they move into a ridiculously unhideable 2875 * AND, for players, if they move into a ridiculously unhideable
3211 * spot (surrounded by clear terrain in broad daylight). -b.t. 2876 * spot (surrounded by clear terrain in broad daylight). -b.t.
3212 */ 2877 */
3213
3214void 2878void
3215do_hidden_move (object *op) 2879do_hidden_move (object *op)
3216{ 2880{
3217 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2881 int hide = 0;
3218 object *skop;
3219 2882
3220 if (!op || !op->map) 2883 if (!op || !op->map)
3221 return; 2884 return;
3222 2885
3223 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2886 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2887 int num = random_roll (0, 19, op, PREFER_LOW);
3224 2888
3225 /* its *extremely* hard to run and sneak/hide at the same time! */ 2889 /* its *extremely* hard to run and sneak/hide at the same time! */
3226 if (op->type == PLAYER && op->contr->run_on) 2890 if (op->type == PLAYER && op->contr->run_on)
3227 {
3228 if (!skop || num >= skop->level) 2891 if (!skop || num >= skop->level)
3229 { 2892 {
3230 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3231 make_visible (op); 2894 make_visible (op);
3232 return; 2895 return;
3233 } 2896 }
3234 else 2897 else
3235 num += 20; 2898 num += 20;
3236 } 2899
3237 num += op->map->difficulty; 2900 num += op->map->difficulty;
3238 hide = hideability (op); /* modify by terrain hidden level */ 2901 hide = hideability (op); /* modify by terrain hidden level */
3239 num -= hide; 2902 num -= hide;
2903
3240 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2904 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241 { 2905 {
3242 make_visible (op); 2906 make_visible (op);
2907
3243 if (op->type == PLAYER) 2908 if (op->type == PLAYER)
3244 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2909 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3245 } 2910 }
3246 else if (op->type == PLAYER && skop) 2911 else if (op->type == PLAYER && skop)
3247 {
3248 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2912 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3249 }
3250} 2913}
3251 2914
3252/* determine if who is standing near a hostile creature. */ 2915/* determine if who is standing near a hostile creature. */
3253 2916
3254int 2917int
3264 2927
3265 if (who->type == PLAYER) 2928 if (who->type == PLAYER)
3266 player = 1; 2929 player = 1;
3267 2930
3268 else 2931 else
3269 friendly = QUERY_FLAG (who, FLAG_FRIENDLY); 2932 friendly = who->flag [FLAG_FRIENDLY];
3270 2933
3271 /* search adjacent squares */ 2934 /* search adjacent squares */
3272 for (i = 1; i < 9; i++) 2935 for (i = 1; i < 9; i++)
3273 { 2936 {
3274 x = who->x + freearr_x[i]; 2937 x = who->x + freearr_x[i];
3283 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) 2946 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3284 continue; 2947 continue;
3285 2948
3286 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3287 { 2950 {
3288 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) 2951 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
3289 return 1; 2952 return 1;
3290 else if (tmp->type == PLAYER) 2953 else if (tmp->type == PLAYER)
3291 { 2954 {
3292 /*don't let a hidden DM prevent you from hiding */ 2955 /*don't let a hidden DM prevent you from hiding */
3293 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) 2956 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
3294 return 1; 2957 return 1;
3295 } 2958 }
3296 } 2959 }
3297 } 2960 }
3298 return 0; 2961 return 0;
3302 * object op. This function works fine for monsters, 2965 * object op. This function works fine for monsters,
3303 * but we dont worry if the object isnt the top one in 2966 * but we dont worry if the object isnt the top one in
3304 * a pile (say a coin under a table would return "viewable" 2967 * a pile (say a coin under a table would return "viewable"
3305 * by this routine). Another question, should we be 2968 * by this routine). Another question, should we be
3306 * concerned with the direction the player is looking 2969 * concerned with the direction the player is looking
3307 * in? Realistically, most of use cant see stuff behind 2970 * in? Realistically, most of us can't see stuff behind
3308 * our backs...on the other hand, does the "facing" direction 2971 * our backs...on the other hand, does the "facing" direction
3309 * imply the way your head, or body is facing? Its possible 2972 * imply the way your head, or body is facing? It's possible
3310 * for them to differ. Sigh, this fctn could get a bit more complex. 2973 * for them to differ. Sigh, this fctn could get a bit more complex.
3311 * -b.t. 2974 * -b.t.
3312 * This function is now map tiling safe. 2975 * This function is now map tiling safe.
3313 */ 2976 */
3314
3315int 2977int
3316player_can_view (object *pl, object *op) 2978player_can_view (object *pl, object *op)
3317{ 2979{
3318 rv_vector rv; 2980 rv_vector rv;
3319 int dx, dy; 2981 int dx, dy;
3331 2993
3332 get_rangevector (pl, op, &rv, 0x1); 2994 get_rangevector (pl, op, &rv, 0x1);
3333 2995
3334 /* starting with the 'head' part, lets loop 2996 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any 2997 * through the object and find if it has any
3336 * part that is in the los array but isnt on 2998 * part that is in the los array but isn't on
3337 * a blocked los square. 2999 * a blocked los square.
3338 * we use the archetype to figure out offsets. 3000 * we use the archetype to figure out offsets.
3339 */ 3001 */
3340 while (op) 3002 while (op)
3341 { 3003 {
3342 dx = rv.distance_x + op->arch->clone.x; 3004 dx = rv.distance_x + op->arch->x;
3343 dy = rv.distance_y + op->arch->clone.y; 3005 dy = rv.distance_y + op->arch->y;
3344 3006
3345 /* only the viewable area the player sees is updated by LOS 3007 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3346 * code, so we need to restrict ourselves to that range of values
3347 * for any meaningful values.
3348 */
3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3350 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3351 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3352 return 1; 3008 return 1;
3009
3353 op = op->more; 3010 op = op->more;
3354 } 3011 }
3355 return 0;
3356}
3357 3012
3358/* routine for both players and monsters. We call this when
3359 * there is a possibility for our action distrubing our hiding
3360 * place or invisiblity spell. Artefact invisiblity is not
3361 * effected by this. If we arent invisible to begin with, we
3362 * return 0.
3363 */
3364int
3365action_makes_visible (object *op)
3366{
3367
3368 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3369 {
3370 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3371 return 0;
3372
3373 if (op->contr && op->contr->tmp_invis == 0)
3374 return 0;
3375
3376 /* If monsters, they should become visible */
3377 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3378 {
3379 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3380 return 1;
3381 }
3382 }
3383 return 0; 3013 return 0;
3384} 3014}
3385 3015
3386/* op_on_battleground - checks if the given object op (usually 3016/* op_on_battleground - checks if the given object op (usually
3387 * a player) is standing on a valid battleground-tile, 3017 * a player) is standing on a valid battleground-tile,
3392 * Default is to do the same as before, so only people wanting to have different points need worry about this 3022 * Default is to do the same as before, so only people wanting to have different points need worry about this
3393 */ 3023 */
3394int 3024int
3395op_on_battleground (object *op, int *x, int *y) 3025op_on_battleground (object *op, int *x, int *y)
3396{ 3026{
3397 object *tmp;
3398
3399 /* A battleground-tile needs the following attributes to be valid: 3027 /* A battleground-tile needs the following attributes to be valid:
3400 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3028 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3401 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3029 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3402 * and the exit-coordinates sp/hp must both be > 0. 3030 * and the exit-coordinates sp/hp must both be > 0.
3403 * => The intention here is to prevent abuse of the battleground- 3031 * => The intention here is to prevent abuse of the battleground-
3404 * feature (like pickable or hidden battleground tiles). */ 3032 * feature (like pickable or hidden battleground tiles). */
3405 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3033 for (object *tmp = op->below; tmp; tmp = tmp->below)
3406 { 3034 {
3407 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3035 if (tmp->flag [FLAG_IS_FLOOR])
3408 { 3036 {
3409 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3037 if (tmp->flag [FLAG_NO_PICK]
3410 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3038 && tmp->type == BATTLEGROUND
3039 && tmp->name == shstr_battleground
3040 && EXIT_X (tmp) && EXIT_Y (tmp))
3411 { 3041 {
3412 /*before we assign the exit, check if this is a teambattle */ 3042 /* before we assign the exit, check if this is a teambattle */
3413 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3043 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3414 {
3415 object *invtmp;
3416
3417 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3044 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3045 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3418 { 3046 {
3419 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3420 {
3421 if (x != NULL && y != NULL) 3047 if (x && y)
3422 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3048 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3049
3423 return 1; 3050 return 1;
3424 }
3425 } 3051 }
3426 } 3052
3427 if (x != NULL && y != NULL) 3053 if (x && y)
3428 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3054 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3055
3429 return 1; 3056 return 1;
3430 } 3057 }
3431 } 3058 }
3432 } 3059 }
3060
3433 /* If we got here, did not find a battleground */ 3061 /* If we got here, did not find a battleground */
3434 return 0; 3062 return 0;
3435} 3063}
3436 3064
3437/* 3065/*
3453 char buf[MAX_BUF]; /* tmp. string buffer */ 3081 char buf[MAX_BUF]; /* tmp. string buffer */
3454 int i = 0, j = 0; 3082 int i = 0, j = 0;
3455 3083
3456 /* get the appropriate treasurelist */ 3084 /* get the appropriate treasurelist */
3457 if (atnr == ATNR_FIRE) 3085 if (atnr == ATNR_FIRE)
3458 trlist = find_treasurelist ("dragon_ability_fire"); 3086 trlist = treasurelist::find (shstr_dragon_ability_fire);
3459 else if (atnr == ATNR_COLD) 3087 else if (atnr == ATNR_COLD)
3460 trlist = find_treasurelist ("dragon_ability_cold"); 3088 trlist = treasurelist::find (shstr_dragon_ability_cold);
3461 else if (atnr == ATNR_ELECTRICITY) 3089 else if (atnr == ATNR_ELECTRICITY)
3462 trlist = find_treasurelist ("dragon_ability_elec"); 3090 trlist = treasurelist::find (shstr_dragon_ability_elec);
3463 else if (atnr == ATNR_POISON) 3091 else if (atnr == ATNR_POISON)
3464 trlist = find_treasurelist ("dragon_ability_poison"); 3092 trlist = treasurelist::find (shstr_dragon_ability_poison);
3465 3093
3466 if (trlist == NULL || who->type != PLAYER) 3094 if (trlist == NULL || who->type != PLAYER)
3467 return; 3095 return;
3468 3096
3469 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3097 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3470 3098
3471 if (tr == NULL || tr->item == NULL) 3099 if (!tr || !tr->item)
3472 { 3100 {
3473 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3101 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3474 return; 3102 return;
3475 } 3103 }
3476 3104
3477 /* everything seems okay - now bring on the gift: */ 3105 /* everything seems okay - now bring on the gift: */
3478 item = &(tr->item->clone); 3106 item = tr->item;
3479 3107
3480 if (item->type == SPELL) 3108 if (item->type == SPELL)
3481 { 3109 {
3482 if (check_spell_known (who, item->name)) 3110 if (check_spell_known (who, item->name))
3483 return; 3111 return;
3542 { 3170 {
3543 /* forces in the treasurelist can alter the player's stats */ 3171 /* forces in the treasurelist can alter the player's stats */
3544 object *skin; 3172 object *skin;
3545 3173
3546 /* first get the dragon skin force */ 3174 /* first get the dragon skin force */
3547 shstr_cmp dragon_skin_force ("dragon_skin_force");
3548 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3175 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3549 ; 3176 ;
3550 3177
3551 if (!skin) 3178 if (!skin)
3552 return; 3179 return;
3553 3180
3567 else 3194 else
3568 j = 1; 3195 j = 1;
3569 strcat (buf, spellpathnames[i]); 3196 strcat (buf, spellpathnames[i]);
3570 } 3197 }
3571 } 3198 }
3199
3572 strcat (buf, "."); 3200 strcat (buf, ".");
3573 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); 3201 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3574 } 3202 }
3575 3203
3576 /* evtl. adding flags: */ 3204 /* evtl. adding flags: */
3577 if (QUERY_FLAG (item, FLAG_XRAYS)) 3205 if (item->flag [FLAG_XRAYS])
3578 SET_FLAG (skin, FLAG_XRAYS); 3206 skin->set_flag (FLAG_XRAYS);
3579 if (QUERY_FLAG (item, FLAG_STEALTH)) 3207 if (item->flag [FLAG_STEALTH])
3580 SET_FLAG (skin, FLAG_STEALTH); 3208 skin->set_flag (FLAG_STEALTH);
3581 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) 3209 if (item->flag [FLAG_SEE_IN_DARK])
3582 SET_FLAG (skin, FLAG_SEE_IN_DARK); 3210 skin->set_flag (FLAG_SEE_IN_DARK);
3583 3211
3584 /* print message if there is one */ 3212 /* print message if there is one */
3585 if (item->msg != NULL) 3213 if (item->msg != NULL)
3586 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3587 } 3215 }
3588 else 3216 else
3589 { 3217 {
3590 /* generate misc. treasure */ 3218 /* generate misc. treasure */
3591 tmp = arch_to_object (tr->item); 3219 tmp = tr->item->instance ();
3592 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3220 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3593 tmp = insert_ob_in_ob (tmp, who); 3221 who->insert (tmp);
3594 if (who->type == PLAYER)
3595 esrv_send_item (who, tmp);
3596 } 3222 }
3597} 3223}
3598 3224
3599/** 3225//-GPL
3600 * Unready an object for a player. This function does nothing if the object was 3226
3601 * not readied. 3227sint8
3602 */ 3228player::darkness_at (maptile *map, int x, int y) const
3229{
3230 if (!ns)
3231 return LOS_BLOCKED;
3232
3233 int dx, dy;
3234 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3235 return LOS_BLOCKED;
3236
3237 x += dx - ns->current_x;
3238 y += dy - ns->current_y;
3239
3240 return blocked_los (x, y);
3241}
3242
3603void 3243void
3604player_unready_range_ob (player *pl, object *ob) 3244player::infobox (const char *title, const char *msg, int color)
3605{ 3245{
3606 rangetype i; 3246 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3607
3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3609 {
3610 if (pl->ranges[i] == ob)
3611 {
3612 pl->ranges[i] = NULL;
3613 if (pl->shoottype == i)
3614 {
3615 pl->shoottype = range_none;
3616 }
3617 }
3618 }
3619} 3247}
3248
3249void
3250player::statusmsg (const char *msg, int color)
3251{
3252 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3253}
3254
3255void
3256player::failmsg (const char *msg, int color)
3257{
3258 play_sound (sound_find ("generic_failure"));
3259 statusmsg (msg, color);
3260}
3261
3262void
3263object::failmsgf (const char *format, ...)
3264{
3265 if (!contr)
3266 return;
3267
3268 va_list ap;
3269 va_start (ap, format);
3270 contr->failmsg (vformat (format, ap));
3271 va_end (ap);
3272}
3273
3274void
3275player::failmsgf (const char *format, ...)
3276{
3277 va_list ap;
3278 va_start (ap, format);
3279 failmsg (vformat (format, ap));
3280 va_end (ap);
3281}
3282

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines